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Mail Archives: djgpp/1997/08/24/01:47:22

From: Temujin <temujin AT sentex DOT net>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Question about making maps for tile-based games
Date: Sat, 23 Aug 1997 23:15:03 -0700
Organization: Sentex Communications
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Message-ID: <33FFD167.1228@sentex.net>
References: <5tnql1$ko1 AT camel12 DOT mindspring DOT com>
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

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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