![]() They definitely need to give us at least F and G tabs. The true numbers are a bit different - the engine has more than 256 tiles in a tilesheet already.Īnd I also skipped technical facts that make it easier to work with full byte sizes (8-bit, 16-bit, 32 bit) and ignoring layers and so on.īut basically the current tileset definition is most likely at one of the barriers where the computer would have to switch to more complex calculations if even one tile is added to the current definition.Īnd that makes the proposal here a question if you are willing to accept the added lag and complications for tilesets that could easily be handled in a different way, by giving special maps each different tilesets, And it would be idiotic to not use the entire range of IDs that are now available by that minimum increase, which means anything less than doubling the tileset is a waste as you already get all the disadvantages of a double-size tileset no matter if you limit yourself to only adding a few tiles or not. So the disadvantages of increasing the numberspace by one bit are there from the very beginning - larger storage needs and a number of others. But with 9 bits you can store numbers between 0 and 511 - double as much numbers as available on 8-bit. The smallest possible increase would be by one bit, from 8-bit-numbers to 9-bit-numbers. If you suddenly want more than 256 different tiles in your tileset, you'll need to increase the "space" available to number storage of the IDs in the map-grid. That would allow a use of a 256 tile tileset, with each of the tiles in that tileset having one of the numbers between 0 and 255 as the ID. Now assume that each position in the grid has a 8-bit-number storage, allowing it to store the numbers between 0 and 255. That means that the map itself is only a grid of numbers, with each number standing for a specific tile that will be placed there when the map is displayed. Depends if there's something on the engine dev side that says no to this obviously amazing improvement to everyone's lives and you will be celebrated for eons to come if you do I'll give you a simplified example with low numbers I don't foresee anything horrible to the end user.Issues that might arise from this feature: Doing tile swaps in photoshop and then making an entire new tileset in the engine to incorporate a single tile edit for a single map is a pain.If there's a technical reason why more tabs shouldn't/can't be used, additional space such as 64x8 or more would be much better than the current 32x8 tileset sizes.It's difficult to include multiple biomes in the same map without using parallax with the existing, limited tilesets.This feature is great because of the following: Increase supported size of tile sheets to 64x8 or larger, OR. ![]() Increase number of map tile tabs available, OR.
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