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obstacles) or a swamp where movement of the character could be slowed down. This allows for different tile-types like walls or lakes (i.e.
VIDEO GAME MAP DESIGNER HOW TO
Any links, resources or tutorials on the subject would be greatly appreciated as well as direct answers to our question on how to do it efficiently. I'm not sure about these ideas and thought that I might as it here. Today, he told me he wanted to create a simply 2D array map that contains data about every grid in the game and is a constant save-to-disk operation for data that we don't need. What I mean is, instead of just checking a rectangular area for data to load, we simply section the map into many tiny chunks that load and de-load data as we move from map-portion to map-portion. I played some Zelda from the SNES and saw that, during the shift of a map, the content could be loaded just then. First we had four large sections, but realized we could simply break it down into many tiny sections.
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We figured this won't hold for long and decided to partition the map into sections. Our first impulse was to create a large map and a circle around the player in which content will be loaded.
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We have been discussing methods of creating a large world-map that the player can traverse without straining the memory capabilities of our machine. It will be top-down in the style of pokemon or zelda (just the perspective). My friend and I have started creation of a 2D adventure game. I apologize for the subjective "best" keyword.
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