Hi,
I am working on a small game that uses some pretty big levels. It's top down so when using the world as just a background image there is no need for collision. But what is the best way to create a world? Do I need to make tiles and load them in? How would I do that? Maybe some of you have experience with this and can help me out.
Thanks,
Xpali2
Creating the world
Forum rules
Before you make a thread asking for help, read this.
Before you make a thread asking for help, read this.
-
- Party member
- Posts: 234
- Joined: Mon Aug 29, 2016 8:51 am
Re: Creating the world
Tiles would be your best bet.
Then you can use something like Tiled to arrange those tiles into your level.
Then you use Cartographer or STI library to import those into LOVE.
Then you can use something like Tiled to arrange those tiles into your level.
Then you use Cartographer or STI library to import those into LOVE.
Re: Creating the world
Do I connect the image tiles before or after the game has started?KayleMaster wrote: ↑Fri Jun 08, 2018 3:02 pm Tiles would be your best bet.
Then you can use something like Tiled to arrange those tiles into your level.
Then you use Cartographer or STI library to import those into LOVE.
-
- Party member
- Posts: 234
- Joined: Mon Aug 29, 2016 8:51 am
Re: Creating the world
I'm not sure what you mean with 'connect', can you elaborate?
Re: Creating the world
Do I make tiles that I then make into one big image and load that image into love to place it as a world object, or do I load the tiles into love and then use a world object to place them in position.
- zorg
- Party member
- Posts: 3444
- Joined: Thu Dec 13, 2012 2:55 pm
- Location: Absurdistan, Hungary
- Contact:
Re: Creating the world
That's two separate things you're either confusing or talking about.
You can have many separate tile images, load them into löve, and draw them at specific spots, or
you can have one combined atlas of the tiles, load that into löve, define Quads and use a SpriteBatch to draw tiles from that one atlas.
The second version may be faster.
You can have many separate tile images, load them into löve, and draw them at specific spots, or
you can have one combined atlas of the tiles, load that into löve, define Quads and use a SpriteBatch to draw tiles from that one atlas.
The second version may be faster.
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
-
- Party member
- Posts: 234
- Joined: Mon Aug 29, 2016 8:51 am
Re: Creating the world
I think I understand, you mean whether you should draw your world and put it in a whole image, and draw that in the game, or do it the one of the ways zorg described.
Generally it's done with a spritebatch and an atlas.
Generally it's done with a spritebatch and an atlas.
Re: Creating the world
And those are tiling programs? Yes that is what I meant.KayleMaster wrote: ↑Tue Jun 12, 2018 7:52 am I think I understand, you mean whether you should draw your world and put it in a whole image, and draw that in the game, or do it the one of the ways zorg described.
Generally it's done with a spritebatch and an atlas.
Who is online
Users browsing this forum: No registered users and 5 guests