While developing a small game using tile-mapping method a question came to my mind:
I would develop the game on Windows but wouldn't exclude adapting it to another platform.
What size(in pixels) would you recommend using for creating the tiles of a tile-mapped game(ie: RPG) with the following requirements?
- Have an acceptable level of detail without having too many tiles.
- Having a decent map size.
- Allow adaptation of the game on a handheld(ie: PSP), smartphone or a computer without too much loss of detail or slowdowns.
- Allow more or less important zoom-in / zoom-out.
- Have a resolution of tile that permits either pixel-perfect collision or block-collision.
Anything from a good explanation to a game example is useful as long as it can fit the requirements.
This question may seem a bit simplistic, but I noticed that many Indies game developer were using inappropriate scales scenery.
Also sorry for the poor syntax and the lack of vocabulary of my question, being a non-native English speaker doesn't help when talking about computers programming.
Answer
You can calculate the tile size based on the screen resolution and the number of tiles that need to be visible. If you were putting up a chess board (8x8 tiles) on a 768 pixel tall screen, your tiles can't be more than 768/8 or 96 pixels, otherwise they won't all fit on the screen. How many tiles need to be visible is of course dependent on your game design.
So decide how many tiles a player should see at once, decide on the screen resolution, and calculate from there.
That said, I like 64x64 ;^)
I wanted to go back and edit this old answer to add a link to a nice post with tile making guidelines. It could be of use to anyone looking at tile size and tile design in general.
http://lpc.opengameart.org/static/lpc-style-guide/styleguide.html This is a great
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