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Quote from: DJ_O on February 19, 2012, 03:24:50 amGood to hear this is still alive and I guess it's a good idea to re-use rooms to save space. I think that's what they did in the NES Metroid. Just make sure that every room won't always look the exact same though lol *cough*mana force 1*cough*. In Illusiat 13 for example I have a huge desert somewhere that is not very complex so I just used a few dozen different nearly empty maps for all 200+ desert map chunks. Also most houses and shops re-use the same maps over and over. The rest of the game in general uses different data for every 16x8 map, though.The game source and boss sprites are gonna take up a lot of memory, so I decided not to have a huge map like a metroid game. Once the rooms are stuffed with enemies you won't get trough quickly so I hope that works. Otherwise I will simply expand the map (reusing the same rooms in the process of course)
Good to hear this is still alive and I guess it's a good idea to re-use rooms to save space. I think that's what they did in the NES Metroid. Just make sure that every room won't always look the exact same though lol *cough*mana force 1*cough*. In Illusiat 13 for example I have a huge desert somewhere that is not very complex so I just used a few dozen different nearly empty maps for all 200+ desert map chunks. Also most houses and shops re-use the same maps over and over. The rest of the game in general uses different data for every 16x8 map, though.
Quote from: Keoni29 on February 19, 2012, 04:58:48 amQuote from: DJ_O on February 19, 2012, 03:24:50 amGood to hear this is still alive and I guess it's a good idea to re-use rooms to save space. I think that's what they did in the NES Metroid. Just make sure that every room won't always look the exact same though lol *cough*mana force 1*cough*. In Illusiat 13 for example I have a huge desert somewhere that is not very complex so I just used a few dozen different nearly empty maps for all 200+ desert map chunks. Also most houses and shops re-use the same maps over and over. The rest of the game in general uses different data for every 16x8 map, though.The game source and boss sprites are gonna take up a lot of memory, so I decided not to have a huge map like a metroid game. Once the rooms are stuffed with enemies you won't get trough quickly so I hope that works. Otherwise I will simply expand the map (reusing the same rooms in the process of course)Yeah I understand. I was more wondering how many times each map were used and how much variety there was.By the way if you use half-byte or bit-based compression, you could also switch sprite palettes across dungeons/stages, so you can re-used the same rooms over and over, but with different tiles. This is kinda what I did in Illusiat 7 and 11 for the elemental dungeons. You just need to make sure for example that your game doesn't have only 8 kind of maps possible across 200 rooms, else it might get too repetitive. I guess if you do like the NES Metroid you should be fine, though.
That's good. Usually you have enough tiles slots for such game anyway. And if you reach a different area, just switch to a different palette and you're set! In Illusiat series you usually could use only two tile per map because the tilemap info was stored in pictures (every 16x8 map took 16 bytes of RAM) and in some occasions, when reaching a different area of a map the tiles would change, like if you reached a different place, but in fact it was still the same map data. Another example is the Reign of Legends 3 elemental dungeons. Maps were stored in pics and only 3 tile per screen could be used (2 for dynamically-generated walls or cliffs and 1 for the floor). You can see the 4 maps among the others in the middle of this pic (warning: spoilers!)
Yeah I know I was just stating about my example. Enemies are included in the tile count too though? Does it mean enemies are part of the tilemap (and thus, cannot move)?