Tiles vs. Backgrounds
Photics
Member Posts: 4,172
As mentioned on my website... http://photics.com/back-to-the-drawing-board ...I'm working on an RPG for my next GameSalad game. It's a huge project, so I'm still thinking of the best way to manage all the content.
That's when I wondered about environments. Which do you think would be better for a top-down RPG... one giant background or lots of little tiles/squares?
Here's what I'm thinking...
Tiles
+ Smaller game size
+ More traditional RPG look
+ Easier to manage collision detection
+ Environmental effects... like reduced movement through mud
I'd probably just make a bunch of tiles, but my concern is performance. If I make the tiles 64x64, and I make a level 1024x1024, that's 256 actors on the screen. If I make the tiles 32x32 that's 1024 actors on the screen... just for the game's environment. I'm not sure GameSalad could handle that without significant reduction in frame rates.
Which do you think would work better? Tiles or Backgrounds?
That's when I wondered about environments. Which do you think would be better for a top-down RPG... one giant background or lots of little tiles/squares?
Here's what I'm thinking...
Tiles
+ Smaller game size
+ More traditional RPG look
+ Easier to manage collision detection
+ Environmental effects... like reduced movement through mud
I'd probably just make a bunch of tiles, but my concern is performance. If I make the tiles 64x64, and I make a level 1024x1024, that's 256 actors on the screen. If I make the tiles 32x32 that's 1024 actors on the screen... just for the game's environment. I'm not sure GameSalad could handle that without significant reduction in frame rates.
Which do you think would work better? Tiles or Backgrounds?
Comments
I often end up using images that are around 128x128 but tiled with 32x32 (or smaller) images
Especially for walls and ground
Since GS is not a bitmap tile engine, all those different tiles would need to be individual actors.
The load times would be astronomical, and I don't think an older device could handle all those collision calculations.
Something else to consider is the tiling capabilities of the graphics attribute of each actor.
So you could make a 64x64 actor, turn its tilingX and tilingY to true and stretch out the actor in the Scene.
For example, if I have a grassy field, I make the artwork 64x64, but I make the actor 512x512 and I have the grass.png repeat inside the actor. That hybrid approach would significantly cut down on the amount of actors on the screen.