Chapter 7. Tile-Based Worlds


Introduction to Tiles

Top-Down Tile Creation and Management

Adding a Character to the World

Externalizing the World Data

Points to Remember

You have probably noticed that many games in a top-down or three-dimensional view tend to have a large map (an area that defines the world of the game). It would be a tremendous amount of work for a graphic artist to create every scene in the game without being able to reuse any visual assets. Luckily for the graphic artists (and, as we will see, for the programmers as well), the concept of tile-based worlds can make game creation much easier. In a tile-based world, we can reuse all graphical assets and also assemble worlds with code.

From Diablo to Pac-Man, tile-based worlds (TBWs) are used to make game creation a more efficient process, and to lighten CPU load. In this chapter you will learn about this and other advantages of using a TBW. We will close by looking at a simple example of how the tile-based world of a game like Pac-Man would be created. This is a must-read chapter for anyone who is serious about becoming a game programmer.



Macromedia Flash MX Game Design Demystified(c) The Official Guide to Creating Games with Flash
Macromedia Flash MX Game Design Demystified: The Official Guide to Creating Games with Flash -- First 1st Printing -- CD Included
ISBN: B003HP4RW2
EAN: N/A
Year: 2005
Pages: 163
Authors: Jobe Makar

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