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Building the tile map, are this steps correct??

by Matthews_30 · in Torque Game Builder · 10/13/2005 (6:57 am) · 4 replies

The scenario is the based on a scrolling tile map, diablo 2 like.

i have created a big map (ground & mountain)
i have created houses & trees
i have created the enemies who walk freely in the map

my problem is that i dont know how to make it work.

first i image i have to divide all my images to match 16x16pixels.
once i have created the tiles of all the images i have, i have to create a map withe the tile editor, then draw the ground and save it as a Layer? then put the houses and the trees as a new layer (to make collisions work, isn't it?) and finally run a function to populate the scene with enemies?? finally save the map file???

btw, what are the NPC's?

please any comment to help me to do this would be very helpful.

many thanks.

#1
10/13/2005 (8:07 am)
That sounds about right and will be how I plan to setup my RPG game. There are things you need to keep in mind:

1. Buildings. The player will need to stop moving when they bump into a building, but you'll need to allow them to enter the doorway (if appropriate) so design your buildings accordingly.

2. Trees. The base of the tree trunk should block the player, but the player shouldn't have to walk around the whole outside of the tree to get around it. They should be to walk behind the tree and fairly close in front of it.

The enemy monsters probably don't want to be setup in the map editor. You could drop marker points on the map to act as spawn locations for monsters, but all of that should be dealt with by code in your game.

NPCs are Non-Player Characters. Typically they are villagers/shop keepers/quest givers.
#2
10/13/2005 (1:51 pm)
Excellent comment, now i really have problems...i cannt picture how to make the item numer 2 works...any idea?
#3
10/13/2005 (2:24 pm)
You would need to check the location of the player against the location of the tree. If the player is further down the screen than the tree, then they walk in front. If the player is further up, then they go behind the tree. A small collision poly at the base of the tree would be used to stop them from walking straight through it.

You just need to shift layers and draw orders accordingly.
#4
10/18/2005 (1:22 pm)
I was trying to figure out how to do that, because it is very good idea but for me it was no possible, mathematicaly...

could you please tellme where to do this validation? in the movement area?

specifically this:

"If the player is further down the screen than the tree, then they walk in front. If the player is further up, then they go behind the tree. A small collision poly at the base of the tree would be used to stop them from walking straight through it."

layers are clear for me, but this validation is in a different place i think...

please help.