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Tiles

PostPosted: Fri Apr 21, 2006 5:06 am
by WauloK
I'm trying to understand the concept of tiles from a GE point of view.

Also, what's the best way to draw a background from small pngs rather than having one big 240x320 background image? I'd like to make a png about 16x16 or so and then copy it across and down the screen for a background and put actors on top of it.

PostPosted: Fri Apr 21, 2006 10:07 am
by duracel92
About making one large tile, I would say do as what you want.

I prefer using tiles, I can make better, neater backgrounds using it.

But if you mean Background as the skybox, then I would use 1 big image, unless you want it to change colours etc. then I would use tiles for it.

Re: Tiles

PostPosted: Fri Apr 21, 2006 10:22 am
by DilloDude
WauloK wrote: I'd like to make a png about 16x16 or so and then copy it across and down the screen for a background and put actors on top of it.

You can make it an infinite actor, or just tile it in the first place.

PostPosted: Fri Apr 21, 2006 11:02 pm
by WauloK
What I was trying to work out is I just want to put images in the background, repeated.. maybe different ones per level (so maybe no infinite?) with no attributes like collisions, animation, etc on it cos even if I have actors with all this turned off I assume it will have some sort of impact on speed.
Are tiles just images and thats it?

PostPosted: Sat Apr 22, 2006 5:25 pm
by Fuzzy
Tiles are an actor, of sorts. If you use the tiling system that makslane made for GE, then all collisions and events treat the tiles as a whole; you dont do collision detection against individuals. If you need a specialized tile, use an separate actor in place of that tile.

PostPosted: Sat Apr 22, 2006 5:45 pm
by Just4Fun
I had some trouble understanding the Tile funcrtion too. I'm still not too swift with it. :oops:

There is some information in the docs about tiles, but it still left me a bit confused. You can find that information here:
Game Editor Pro\Docs\gettingstarted_theactorcontrolpanel.htm


Another link that might help you clarify things is:
http://game-editor.com/forum/viewtopic. ... ight=tiles

Finally, if you haven't already looked at the tutorial in GE under "Getting Started"--> Build the senario with Tiles, it might help you.

Sorry if this isn't what you are after. I just wanted to try and give you back a little in return for your help with my "get actor state" question...

PostPosted: Sun Apr 23, 2006 6:48 am
by WauloK
Perhaps I should just design some graphics as fonts and then to fill the screen with my background, make a text box with lowest Z order (if poss) and write in the textbox:

000000000000000
000000000000000
000000000000000
000000000000000
000000000000000
000000000000000
000000000000000
000000000000000
000000000000000

for level 1 then

111111111111111
111111111111111
111111111111111
111111111111111
111111111111111
111111111111111
111111111111111
111111111111111
111111111111111
111111111111111

for level 2, etc. That'd have an image on the screen not associated with anything and with no attributes.