Mail Archives: djgpp/1997/08/24/01:47:22
From: | Temujin <temujin AT sentex DOT net>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Re: Question about making maps for tile-based games
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Date: | Sat, 23 Aug 1997 23:15:03 -0700
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Organization: | Sentex Communications
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Lines: | 35
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Message-ID: | <33FFD167.1228@sentex.net>
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References: | <5tnql1$ko1 AT camel12 DOT mindspring DOT com>
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NNTP-Posting-Host: | 207.245.212.94
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Mime-Version: | 1.0
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Chris wrote:
>
> Hello,
> I am just beginning to make a tile-based
> RPG using Allegro and DJGPP. I've already read many
> of the tile FAQs, but I need some help with the maps.
> (Please bear with me, these are newbie questions)
>
> Does anyone know of a good map editor that works
> with Allegro? Something that I can make my maps on
> and then bring them into my program? I've heard about
> some, but I don't know where they are and how to get
> the map files into the game.
>
> If not, what is the next best way to get huge maps into a game?
> If anyone could help me write a function that can translate
> numbers from an integer (or character) array into tiles to be plotted
> at certain places on the screen?
>
> I hope this makes sense. Any help would be greatly appreciated.
> Thanks!
>
> --------------
> Chris
Couldn't you just write a function that put one PRE-determined tile onto
the screen from the integer equivalent, and then change it to take any?
The program I'm working on now I use one routine to draw a sprite to the
screen, each one has a number, and its a matter of image[i].image where
struct oiej{
BITMAP *image;
}image[20];
Just a thought of how to structure it.
Then you just assign each image to image[?].image at a time until all
are assigned.
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