Game Development Community

Masking tilemap layers

by David Robinson · in Torque Game Builder · 03/07/2005 (7:57 pm) · 4 replies

I was wondering: is a fairly simple way to mask out sections of a tilemap so that it would appear that there are 'holes' in it. That would make for easy 'holes' caused by explosions upon collision. My own home-brewed 2D engine that I'm using for my soon-to-be-released game does this with simple z-buffering (and it's pretty important to the gameplay), but I'd love to use T2D for the sequel...

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Engine Programmer / Online Features Programmer BioWare Edmonton


#1
03/07/2005 (8:01 pm)
Sorry if I'm shooting in the wrong direction Dave (its a bit late and pumped about GDC)... but couldnt you just empty the tiles to make them transparent ?
#2
03/07/2005 (8:03 pm)
Yes, that would work to make big square explosion holes, but I'm looking for something that looks a bit more realistic for an explosion blast.
#3
03/07/2005 (8:14 pm)
Hmm true guess you could delete the tiles then make round edge like squares to surround it (half transparent ones)...

EDIT: thats a bit more work, though you could make a function to set a certain group of tiles at once...

a masking feature would be much more efficient though
#4
03/07/2005 (8:23 pm)
I'm very interested in this subject also as I'm hoping to implement it in my own game.