Tile Based

ANyone seen any tile based flash tutorials out there?

Since senocular created an isometric tile tutorial… I geuss I could go through and epxlain the basic tile systems to everyone later tonight… Ohh Wait… I’ve gotta finish a ktema page… Umm…

Tomorrow sound good? I have all day to work on it…

What/Whenever, hehe, I was just posting to see if there were any sites out there on it is all … If you wanna write something up all the better :slight_smile:

http://www.outsideofsociety.idz.net/

THanks Jubba, Just what I was looking for… Sen’s Isometric stuffs gives good advice for just about everything, but he skimmed over the map building stuff currently which this site gives a bit more info (like the fact I can use attackMovie on _root instead of making a blank movie clip to lay my map down with :))

I need some pro/con’s on the layout of my tile engine for a game I wanna make… Its an RPG so extensive maps are kinda part of the whole deal here.

My choices are currently split between these two options:

Option 1:
3 layers, Background, Character, Overlay. With this layout the majority of the maps would be in the background that the character would be drawn on top of. There would be areas that the character could walk behind and be partially obscured, like a bush or fence or some such.
This would require two layers for each map, the background and the overlay which would mean 2 arrays being drawn for each movement.

Option 2:
3 layers, Background Character, Objects. WIth this layout the majority would still be in the background and the character drawn atop it… Insetad of a third layer overlayed tho, I would attach objects to the tiles that had them on it… THe only upside I can think of to this one would be the ease of making it… one array with the background and then just a small array of objects and their positions.

What I would like is for a game to run relatively well, which format would end up working best in Flash MX?? My thoughts are option 1 would just be outright easier… I would only ever at one time be drawing 18 tiles and removing 18 tiles, if each space had an entry in the background and the overlay layers. Option 2 would more require drawing out the entire map at once, and then scrolling it, keeping potentially alot more data to scroll for say an overland map view as opposed to the inside of a building.

Would like some pointers on keeping things workable as well as runable… a 3rd option would be considered as I am sure I am not thinking all things through at this time.

Hehe< Down to page three, guess I am on me own with this :slight_smile: