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is Efficient Tile-based Scrolling the right thing for my game?

Posted: Tue Mar 21, 2017 4:33 pm
by NoAim91
Hello, long story short I try to make a game like "dwarfs?!" or Age of Empieres ...

What is the better solution:
1.) Tile-base Scrolling
2.) Implement a Camera

I think I know the answer but I like to get a second opinion.

Re: is Efficient Tile-based Scrolling the right thing for my game?

Posted: Wed Mar 22, 2017 8:29 am
by MasterLee
The first point is an solution to archive part of the second point. But only an part the concept of an camera includes so much more possibilities. fisheye lens might be very funny om RTS games ;)

Re: is Efficient Tile-based Scrolling the right thing for my game?

Posted: Wed Mar 22, 2017 11:04 am
by NoAim91
Mmh, ok

I think I need to place an object at the tilemap

lets say I build at tilemap[1][1] .. then [1][1] = object
lets say the object has self.image = 1 (for the image)

will tilemap[1][1].image give back a 1 ???? -> I have tested it and its not 1 ... how do I make it?

edit: the problem is the if statement.

if tilemap[1][1] ~= nil then -> false, nothing with then
if tilemap[1][1] == Object then -> false, nothing with then
if i print tilemap[1][1] then the system say Object

edit2: i think i will sove it on another way ... but i´m still interested in a answer to my question :-)

Re: is Efficient Tile-based Scrolling the right thing for my game?

Posted: Wed Mar 22, 2017 5:21 pm
by zorg
NoAim91 wrote: Wed Mar 22, 2017 11:04 am Mmh, ok

I think I need to place an object at the tilemap

lets say I build at tilemap[1][1] .. then [1][1] = object
lets say the object has self.image = 1 (for the image)

will tilemap[1][1].image give back a 1 ???? -> I have tested it and its not 1 ... how do I make it?

edit: the problem is the if statement.

if tilemap[1][1] ~= nil then -> false, nothing with then
if tilemap[1][1] == Object then -> false, nothing with then
if i print tilemap[1][1] then the system say Object

edit2: i think i will sove it on another way ... but i´m still interested in a answer to my question :-)
Use code blocks, they're there for a reason.

Code: Select all

tilemap[1][1] = object
What's "object" there?

Code: Select all

tilemap[1][1].image = 1
Did you mean this, by self.image = 1 ?

Code: Select all

if tilemap[1][1] == Object
you used "object" above, without the capital O, is that relevant?

To be honest, only giving us code snippets like that means we can't give you exact help, for various reasons. You might be using self wrong, you might be assigning a love image object to that field of your tilemap table instead of a number, you might be comparing against a variable, and not a string, or you might have a capitalization error.

You give us more details, our answers may get more helpful. :3

p.s.: I tend to agree with MasterLee, Scrolling is a bit separate from cameras; The method of scrolling (tile-based, pixel-based, etc.) is part of a camera system, whether or not you coded any other parts of a camera.

Re: is Efficient Tile-based Scrolling the right thing for my game?

Posted: Wed Mar 22, 2017 9:00 pm
by NoAim91
Ok, more information.. :-)

I like to make a clone of the Game "dwarfs?!". (http://store.steampowered.com/app/213650/)

to display the Ground and the Tiles which can be dismanteled I use the Efficient Tile-based Scrolling Tutorial. (https://love2d.org/wiki/Tutorial:Effici ... _Scrolling)

and i use a simple camera (http://nova-fusion.com/2011/04/19/camer ... he-basics/)

Now if I place a building on the map, 2 things happen:
1.) I draw the building with the Efficient Tile-based Scrolling technic
2.) I create a object with a constructor which is the building. I display this object with a little rectangel, to present it. (if it all works I will remove the rectangel)

Now I use the Efficient Tile-based Scrolling to move the drawing of the building
AND I use the camera to move the object which is the building.
But the speed isn´t the same, thats a big problem.... if the speed would be the same I think it would be a solution. (a bad solution, but a solution)

Code: Select all

function controls(dt)
  if love.keyboard.isDown("up")  then
    moveMap(0, -0.8 * tileSize * dt)
    camera:move(0, -25.62 * tileSize * dt)
  end
  if love.keyboard.isDown("down")  then
	moveMap(0, 0.8 * tileSize * dt)
        camera:move(0, 25.62 * tileSize * dt)
  end
  if love.keyboard.isDown("left")  then
    moveMap(-0.8 * tileSize * dt, 0)
    camera:move(-25.62 * tileSize * dt, 0)
  end
  if love.keyboard.isDown("right")  then
    moveMap(0.8 * tileSize * dt, 0)
    camera:move(25.62 * tileSize * dt, 0)
  end
end
edit1: when i move the map with 0.8 and the camera with 25.62 the move very very similar, but one of them is a little bit slower.

I think the problem is not realy the code itself, but the problem is that i don´t know what I have to code.
I can uploade the full project .. but I think no one wants to dig through the code.

Re: is Efficient Tile-based Scrolling the right thing for my game?

Posted: Wed Mar 22, 2017 9:41 pm
by zorg
The point of a camera is to move that instead of your world (or, in other words, your tiles and everything else).

Edit: Everything else includes your map too. You don't move your map, that's what the camera is for, as i just said.

Re: is Efficient Tile-based Scrolling the right thing for my game?

Posted: Wed Mar 22, 2017 10:32 pm
by NoAim91
Yes I know. And with tiledScrolling I move the map. That is a big problem. But I need the function that only the Tiles which I can see will be drawn.

My current map size is 1200x1200 Tiles, so I can not draw all the tiles all the time.

edit1: could I make this function with a collision check? ... let me throw away the tiled Scrolling and place a function in the constructor that only the buildings which are in my field of view will be drawn. And the same for the tiles.... I think I got it xD

Re: is Efficient Tile-based Scrolling the right thing for my game?

Posted: Thu Mar 23, 2017 8:10 am
by Nikki
I'd rethink your setup a little bit, the camera code you're using is not good enough,
I think you want a camera that :
- uses the whole world (just the data in arrays)
- has some offset x, y
- has a width and height
Then you can calculate which tiles you actually need to render.

First just build this using tile offset, not pixel offsets,
So for example write this function
DrawPartOfWorld(tileX, tileY, widthInTiles, HeightInTiles)
Extra kudos for making it so you can scale this camera, make the output bigger and smaller. Using the same amount of tiles.

Anyway, when this is working, I'd study the scroling code some more and try to adapt your camera so you can make it
Pixel precise, instead of tile precise.

Re: is Efficient Tile-based Scrolling the right thing for my game?

Posted: Thu Mar 23, 2017 9:14 am
by NoAim91
Nikki wrote: Thu Mar 23, 2017 8:10 am I'd rethink your setup a little bit, the camera code you're using is not good enough,
I think you want a camera that :
- uses the whole world (just the data in arrays)
- has some offset x, y
- has a width and height
Then you can calculate which tiles you actually need to render.
This is exactly what I've been thinking about the whole night :-)

It is lightweight if I only render things which are in the arrays of my view. Let´s say in my field of view is array[10][10] up to array [60][60]. All things in this range will be drawn. Thats fine, until Objects come along the way. The first things are buidlings and the second thing are units (which can move).
I could store the buidling in the array, but than I´m not able to read data out of the object. (maybe its possible, but i don´t know how)
The second thing are the units, which are moving pixel precise. Would i only draw out of the array i they can only move tile precise and i have to store the units after moving in another position in the array.

However ... I will work on it .. i have a little idea of what i´m doing and hopefully it will work better than expected xD



If there is the question what do I mean with Objects?
-> I use the classic libary and the sheepolution Tutorial about Objects. (https://youtu.be/Z9ssHdZnGI0)