Forum for the creative side of the game development process: art, music, storyline, gameplay, concepts, etc. Any sort of relevant discussion is welcome here.
How should I handle landscapes like Trees and Rocks? Draw directly onto the tiles or make a different tile set just for objects like trees and stuff and just have a separate file that stores their location. If I do separate file, then I would be loading lots of blank spaces, and wont that use more memory then one directly drawn onto the tiles? It would use less ram, but it would use more HD memory. Gah this is frustrating
davidthefat wrote:How should I handle landscapes like Trees and Rocks? Draw directly onto the tiles or make a different tile set just for objects like trees and stuff and just have a separate file that stores their location. If I do separate file, then I would be loading lots of blank spaces, and wont that use more memory then one directly drawn onto the tiles? It would use less ram, but it would use more HD memory. Gah this is frustrating
You'd actually be using much less space. Think about it. If you store the tree separately you can draw it on top of ANY terrain tile, whereas if you don't you would have to have two copies of every type of terrain tile, one with the tree and one without. If you have more objects than just a tree the number of tiles you need to draw grows exponentially. Storing the tree in it's own tile (probably with a transparency color since most trees aren't perfectly rectangular) allows you to render it wherever you want without having to draw a new tile.
As for loading blank spaces I'm not sure what you mean.. you wouldn't load anything at all if the map said that square was blank.
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Ok I made the 3d Model of beldum based on my sprites... Hard work... My first 3d model too :D It was a pretty big step forward for me... Only took like 3 hours...
I used blender to render this, and I exported it to 3ds
I think I will fix up the head/eye to have irregularities