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... for the NPC handling, I have a good idea of what could be called "(tile)entities" (yay for stealing names from an other game). Basically an additional map storing IDs, then the engine refers to a unique list for each map to know what to do with it. It would work for NPCs, but also interactive tiles and warp tiles.
Quote from: Streetwalker on October 09, 2012, 06:05:16 am... for the NPC handling, I have a good idea of what could be called "(tile)entities" (yay for stealing names from an other game). Basically an additional map storing IDs, then the engine refers to a unique list for each map to know what to do with it. It would work for NPCs, but also interactive tiles and warp tiles.Yeah, that's what I did with Embers and for the old version of Ash. So I kinda hacked together NPCs by putting them in as tiles in the tilemap and then marking them as interactive tiles haha. This time I won't cheat and I'll include sprite and movement data to have dynamic (moving) NPCs an such.
Squidgetx, just wondering - do you have extra data that stores your enemies, NPCs, and whatnot? Or is it all built into tiles on the tilemap?
12x12 should only be the same as 12x16, though you could store them compacted then extract them to saferam before drawing the map. There aren't any tiles that are shared throughout maps? Why not have a basic tileset that is shared throughout all maps and then give each map a certain number of individual tiles. Or you want to keep each tile reduced to a nibble? RLE compression tends to work really well for tilemaps (there are so many repeated tiles) and it's pretty simple to write a "decompressor".
I have no idea which is supposed to come first, so maybe Thanks.
Yeah, but once it's extracted it takes the same amount of RAM as 16x16 which is what I'm worried about (unless someone wants to write an axiom that supports 12x12 tiles or something).