home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: rec.games.programmer
- Path: sparky!uunet!mnemosyne.cs.du.edu!nyx!vputz
- From: vputz@nyx.cs.du.edu (Victor Putz)
- Subject: Re: Number of unique tiles in a game?
- Message-ID: <1992Nov13.150003.16242@mnemosyne.cs.du.edu>
- Sender: usenet@mnemosyne.cs.du.edu (netnews admin account)
- Organization: University of Denver, Dept. of Math & Comp. Sci.
- References: <1992Nov12.102807.1@camins.camosun.bc.ca>
- Date: Fri, 13 Nov 92 15:00:03 GMT
- Lines: 32
-
- morley@camins.camosun.bc.ca writes:
-
- >I'm kinda playing around with a tile-based game and I gotta question for
- >you people... How many unique tiles are used in a given game? For exam
- le,
- >in the Ultima series, does anyone know how many unique graphic tiles wer
-
- >used in each game in the series? How about other games? If I use a sin
- le
- >byte to index a tile then I can have a maximum of 256 tiles. Is this
- >enough or should I use a 16 bit word (which is way more than enough)?
- >Obviously I'm concerned about saving as much disk space and memory as
- >possible for the other elements of the game.
-
- >Also, it seems to me that 16x16 pixel tiles are just right for this kind
- >of game. What other common sizes are used?
-
- >Thanks!
-
- >MARK
- >morley@camins.camosun.bc.ca
-
- ..I used 24x24 for Flight of the Boodles (demo game); I like this a lot
- more than 16^2 as it gives you a closer view of everything and allows the
- artwork more room to be expressive (couldn't tell from boodles though!).
-
- Really, 256 tiles should be plenty (I <<think>>) for an Ultima style game,
- especially if the tiles are large (say, 32^2 or higher with "floating"
- actors); other details (trees, etc) can be added in with on-map objects.
-
- -->Vputz
-
-