link_jr97
2005.01.12, 11:51 PM
I don't know if anyone else here has ever thought of doing this for their game BUT.
I know I have. If you look at the way alot of blizzard's newer games work you'll see that the maps are all stored in one file. And all the sprite commands and dialogue are also stored in those map files. When the game launches the map it converts those commands in the map to commands that have been hardcoded into the game and then it calls upon the necessary algorithms etc to handle those commands when they are recquired.
Perhaps a simpler kind of engine could be used in a hobbyist 2d game.
I'm not looking at the coding aspect of this as much as I am at the 'logic' behind the code. The 'concept' if you will.
How convinent would it be to store all the sprite commands for a specific map, in a map?
I think it would be convinient only if you had a good map editor that could edit those commands easily.
Another thing I've been looking at is map compression.
If I were to store my tiledata in hex instead of just regular numbers it might save up SOME space in the long run. This would only be convenient if the numbers went past 100 and the maps were large.
I also got an idea for compressing the scripts for a map.
Each routine will have it's own number in the array as well as a routine name.
Each routine parameter will also have it's own number, unless it's numerical of course.
This would probably work great. Tell me what you all think? Your input is appreciated.
I know I have. If you look at the way alot of blizzard's newer games work you'll see that the maps are all stored in one file. And all the sprite commands and dialogue are also stored in those map files. When the game launches the map it converts those commands in the map to commands that have been hardcoded into the game and then it calls upon the necessary algorithms etc to handle those commands when they are recquired.
Perhaps a simpler kind of engine could be used in a hobbyist 2d game.
I'm not looking at the coding aspect of this as much as I am at the 'logic' behind the code. The 'concept' if you will.
How convinent would it be to store all the sprite commands for a specific map, in a map?
I think it would be convinient only if you had a good map editor that could edit those commands easily.
Another thing I've been looking at is map compression.
If I were to store my tiledata in hex instead of just regular numbers it might save up SOME space in the long run. This would only be convenient if the numbers went past 100 and the maps were large.
I also got an idea for compressing the scripts for a map.
Each routine will have it's own number in the array as well as a routine name.
Each routine parameter will also have it's own number, unless it's numerical of course.
This would probably work great. Tell me what you all think? Your input is appreciated.