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Re: Creating maps for scrolling............



Actually, there is a better way to do transitions than transition tiles.
They have an article on gamedev ( www.gamedev.net ) about it. Basically you
create your bitmaps, then create a sort of template bitmap. For example

B = Black
W = White

BBW
BBW
BBW

Here is the article:
http://www.gamedev.net/reference/programming/features/terrain_trans/

----- Original Message -----
From: Kevin Wolfskill <kevin.wolfskill@jadesolutions.com>
To: <gameprogrammer@gameprogrammer.com>
Sent: Wednesday, June 21, 2000 1:28 PM
Subject: RE: Creating maps for scrolling............


> Not sure what you are creating a map for, but let's assume you are
creating
> an orthagonal view map for something like a Real Time Strategy game (RTS).
> Typically, what these games do is to create their world with tiles (like a
> custom character set).  That way you can create a small set of bitmaps
(the
> tiles) which when used together (placed side-by-side), look like a much
> bigger bitmap.  The key here, is that the tiles have to be of something
that
> is generic enough (like the water in the middle of a lake), that they can
be
> used repeatedly together to make the bigger bitmap.  With the water
example,
> you could create 1 or 2 tiles with waves for water away from shore, and
then
> some number of tiles that are the shoreline (don't forget that each one of
> these might be able to be rotated 90 degrees and used as the shore on the
> top, bottom, left, and right sides).  Then, you keep placing the same tile
> over and over to create a larger bitmap.  To pan the display, you just
> scroll the display for the stuff you will still see, and place the new
tiles
> at the leading edge in the direction you are panning.
>
> OK, what does this gain you?  Two things:  1.  Huge memory savings because
> of the small bitmaps being used over and over.  2.  Much less effort
> creating a few small bitmaps instead of a set of large bitmaps.
>
> Hope this helps!
>
> Kevin Wolfskill
> JADE Solutions
> Office US   (303) 448-1019 ext. 23
> Fax US      (303) 449-1548
> Kevin.Wolfskill@jadesolutions.com
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>
> -----Original Message-----
> From: Josiah Avery [mailto:josiahavery@hotmail.com]
> Sent: Wednesday, June 21, 2000 10:48 AM
> To: gameprogrammer@gameprogrammer.com
> Subject: Creating maps for scrolling............
>
>
> Hello,
>
> I am trying to write a routine which combines all the images data of x
> amount of images, and combines them into one large image. That way, I can
> create another function which pans over the large image. Here is a bit of
> code:
>
> byte *
> LoadMap(image * padtMapList , byte * pfcDestinationMap , magnitude_var
> iNumberOfMaps)
> {
>   byte * video = (byte *)0xA0000000L;
>
>   try
>   {
>     pfcDestinationMap = new byte[RESOLUTION * iNumberOfMaps];
>   }
>
>   catch(xalloc error)
>   {
>     TerminateGraphics();
>     printf("Unable to load map!!\n");
>     exit(1);
>   }
>
> for(long_var iTotalIndex = 0,iMapNumber = 0;iMapNumber < iNumberOfMaps;
> iMapNumber++)
> {
>
> for(long_var iIndex = 0;iIndex < RESOLUTION;iIndex++,iTotalIndex++)
> {
> pfcDestinationMap[iTotalIndex] =
> (byte)padtMapList[iMapNumber].buffer[iIndex];
> }
> }
>
> return pfcDestinationMap; // <- this points to the beggining of the newly
> initalized map
> }
>
> If anyone sees anything that I may have missed, please let me know...
>
>   Josiah
>
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