Author Topic: Tile mapping tutorial? for axe?  (Read 9766 times)

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Offline saintrunner

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Tile mapping tutorial? for axe?
« on: November 17, 2011, 03:58:50 pm »
I'm looking for a really good tutorial for tile mapping! keep in mind I have never done it before, but I am very interested!
Thanks guys :)
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Offline AngelFish

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Re: Tile mapping tutorial? for axe?
« Reply #1 on: November 17, 2011, 04:00:35 pm »
We have a tutorials section on the website that happens to have two tilemapping tutorials on it.

Here you go:

http://www.omnimaga.org/index.php?action=articles;cat=12
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Offline saintrunner

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Re: Tile mapping tutorial? for axe?
« Reply #2 on: November 17, 2011, 04:10:53 pm »
can you also direct me to an example program I can look at?
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Offline aeTIos

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Re: Tile mapping tutorial? for axe?
« Reply #3 on: November 18, 2011, 08:12:59 am »
Most tutorials have an example program with it. You build one while you are learning.
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Offline Scipi

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Re: Tile mapping tutorial? for axe?
« Reply #4 on: November 18, 2011, 08:49:30 am »
If you have any questions pertaining to the actual logic, I can help you. I've made several programs utilizing Tile Mapping as well as a Tile Map Editor so I can definitely help. :D

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Offline shmibs

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Re: Tile mapping tutorial? for axe?
« Reply #5 on: November 18, 2011, 11:39:39 am »
^the same goes here for smoothly scrolling a tilemap, which can be tricky to make fast. good luck on whatever you're doing.

Offline saintrunner

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Re: Tile mapping tutorial? for axe?
« Reply #6 on: November 18, 2011, 05:02:36 pm »
Yeah I kinda get all of the sprites and map stuff, but I don't get the actually main loop stuff! ? Could someone make a real quick tutorial for me? I'm really interested in working on an rpg. They sound fun to make! 
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Offline Scipi

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Re: Tile mapping tutorial? for axe?
« Reply #7 on: November 18, 2011, 05:15:30 pm »
Can you break it down to more specifics? With main loop are you having trouble drawing the tilemap each frame?

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Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline saintrunner

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Re: Tile mapping tutorial? for axe?
« Reply #8 on: November 18, 2011, 09:51:40 pm »
Yeah I guess, I really just need a quick and easy tutorial explaining all of it
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Offline Scipi

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Re: Tile mapping tutorial? for axe?
« Reply #9 on: November 18, 2011, 10:00:45 pm »
Well, the way I do it in TileCat is I have an array for the data. I use two for loops like so (You should be able to port this to Axe code):

Code: [Select]
for(int y = 0; y < MapHeight; y++)
    for(int x = 0; x < MapWidth; x++)
        {
             tile = MapArray[x + (y * MapWidth)];
             if tile == 0
                 //Draw Something at x * 8,y * 8
             if tile == 1
                 //Draw something else at x * 8,y * 8
         }

This will iterate over each tile in the array and read its value. Depending upon the value draw a sprite at X * 8 and y * 8

Note: There is a way you can modify this for scrolling by using two variables to keep track of where your view is and replacing MapWidth and MapHeight with those variables plus a value, say, 16 and 8 respectively. You will also want to make sure you don't go off the map though when doing that or going outside the array.

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Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline C0deH4cker

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Re: Tile mapping tutorial? for axe?
« Reply #10 on: November 18, 2011, 11:12:44 pm »
dont use an if statement for it.

I use nibbles, which can be any value from 0-F (0-15). So, since each pic is 8 bytes in length:

Code: [Select]
[HEXCODE]->Pic1
[MapDataInNibbles]->GDB1
For(A,0,95)
nib{A+GDB1*2}->B
A^12->X
A/8->Y
Pt-off(X*8,Y*8,B*8+Pic1)
End

I usually use something similar to this.


Therefore, just define your pics right after each other like this:
[HEX]->Pic1
[MoreHexForPic2]
[EvenMoreHexPic3]
etc.
« Last Edit: May 14, 2012, 07:03:13 pm by C0deH4cker »

Offline Jonius7

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Re: Tile mapping tutorial? for axe?
« Reply #11 on: November 19, 2011, 05:35:38 am »
That's definitely more optimised, C0deH4cker good job. I'm not sure if i get what nibbles is for. Is that a variable name?
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Offline saintrunner

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Re: Tile mapping tutorial? for axe?
« Reply #12 on: November 19, 2011, 02:34:20 pm »
can I have an example?
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Offline epic7

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Re: Tile mapping tutorial? for axe?
« Reply #13 on: November 19, 2011, 02:45:00 pm »
Yeah, I'm not understanding this :P

Offline shmibs

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Re: Tile mapping tutorial? for axe?
« Reply #14 on: November 19, 2011, 02:54:35 pm »
jonius: a nibble is four bits, or half a BYTE :P
saintrunner: c0de fellow posted a decent example there. here it is explained, though:

Code: [Select]
[HEXCODE]->Pic1 //this is the place where you put the hex data for all of your sprites, one after another.
[MapDataInNibbles]->GDB1 //this holds the map data in nibbles, which basically just means that every four bits holds a binary number from 0 to 15 (or 0 to F) to describe what tile to draw in what location. here they are listed in rows of twelve.
For(A,0,95) //a for loop. 12*8 (the screens width and height in increments of 8) is 96, so it has to run from sprite 0 to sprite 95 in order to cover the whole screen.
nib{GDB1*2+A}->B //this gets the sprite that is to be drawn next. it uses a "nibble pointer" rather than a "byte pointer" (i'm not sure what these are actually called...), so the "byte pointer" location of GDB1 has to be doubled. A is then added to determine which one to draw currently.
A^12->X //a modulus 12, or the whole integer remainder that would remain after A is divided by 12 is stored to X
A/8->Y //the integer value of A, were it divided by 8, is stored to Y
Pt-off(X*8,Y*8,B*8+Pic1) //drawing sprites to the screen. because B holds a value from 0 to 15, multiplying this by 8 and adding Pic 1 slides the pointer to the spot where you stored your sprite data and then jumps forward to the number desired.
End
« Last Edit: November 19, 2011, 02:55:46 pm by shmibs »