twojame
Member
Just have a quick query on a project that i'm working on and i'm hoping to get the communities input if possible.
(demo image... it doesn't do much , it's drawing the car, processing the input and capping the frames to 60fps)
My question is to do with do with drawing a road for my monaco game. I've contacted Lazy Foo with the following question....
<<<<My first project is a top down 2d racer somewhat like spy hunter/monaco gp.? I'm not sure if I should use a tile based approach like you're lesson 29 and scroll that some how or if I should use one big image and scroll that like you're lesson 22.? I was wondering if you had any thoughts on this or might recommend a technique?? So far I've got the input mechanics working which moves the car on screen.? So I'm very happy with that>>>>
Lazy Foo felt that a tiling engine would be more flexible and use less RAM than one big image...
I'm just wondering what everyone elses thoughts on this are. I've decided to go with the tiling engine approach as it would be more flexible I feel and I hope to define level maps to draw the road. I've worked out the algorithim to read in a map and loop through the array drawing each part of the road.
The only issue that's worrying me is that currently with just drawing the car and processing the input mechanics i'm getting circa 45 fps (note the screenshot is from windows). Obviously i've still got optimization to do so that should improve. Which approach would be better for fps? The tile based approach or scrolling one big image?
Anyway if anyone has some thoughts on this that would be cool.
All the best...
<edit:
I think this image of the arcade game shows the tile based approach... I don't think that they would scroll one huge image...
This is a mockup on the screen using the tiles that i've now created and which are defined in a map file (01.lvl)..., each tile is numbered... i.e. 01.bmp, 02.bmp
>
My question is to do with do with drawing a road for my monaco game. I've contacted Lazy Foo with the following question....
<<<<My first project is a top down 2d racer somewhat like spy hunter/monaco gp.? I'm not sure if I should use a tile based approach like you're lesson 29 and scroll that some how or if I should use one big image and scroll that like you're lesson 22.? I was wondering if you had any thoughts on this or might recommend a technique?? So far I've got the input mechanics working which moves the car on screen.? So I'm very happy with that>>>>
Lazy Foo felt that a tiling engine would be more flexible and use less RAM than one big image...
I'm just wondering what everyone elses thoughts on this are. I've decided to go with the tiling engine approach as it would be more flexible I feel and I hope to define level maps to draw the road. I've worked out the algorithim to read in a map and loop through the array drawing each part of the road.
The only issue that's worrying me is that currently with just drawing the car and processing the input mechanics i'm getting circa 45 fps (note the screenshot is from windows). Obviously i've still got optimization to do so that should improve. Which approach would be better for fps? The tile based approach or scrolling one big image?
Anyway if anyone has some thoughts on this that would be cool.
All the best...
<edit:
This is a mockup on the screen using the tiles that i've now created and which are defined in a map file (01.lvl)..., each tile is numbered... i.e. 01.bmp, 02.bmp
>