Here's why I still don't understand tile maps. It used to be a way to make a background that used less memory? Maybe its a way to build some visuals quickly? But even in the 80s, say, adventure games had backgrounds that were more like paintings, arguably the entire background being one sprite? Newer metroidvanias like Dust or Hollow Knight or a game like Cuphead don't appear to be tilemapped nor do they want to be? What am I missing?
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Frankly its this - there was a lot of raving about tile mapping in Godot 4 and I was thinking it must be great - that's if I ever needed it. Maybe its to do with the games I'm thinking I will or won't make? I've no clue.
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@media_dept
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@media_dept They're far less of an optimization technique and more of a level design and art technique.
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@maow_tty Thanks for the reply - I think I'm starting to get it. I'm guessing say Ecco The Dolphin is tile mapped and the designers say "We just need wall tiles, tunnel tiles, coral tiles and we can build any underwater levels" I guess its particularly for games that emphasize navigating certain routes (like platformers?) so the designer can build what they want without having to run to an artist every time?
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@media_dept @maow_tty
Yeah, that was how we mostly created 2D levels on 8- and 16-bit consoles.
Back then it was partly a way of getting more flexibility and ability to tweak and tune levels directly into the hands of level designers, but it was also necessary as a way to save space.
(Source: Used tile maps to create levels on NES, GB, SNES and Megadrive.)
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@imalcolm @maow_tty thanks. Thats how I'm beginning to understand it. My urges to make games largely stem from wanting to make point and click adventures and I have what I need to generate all the art and animation. But in learning Godot all the tilemap excitement had me baffled. Why do I want to be messing with tile map editors? But since considering other kinds of games, the importance is slowly dawning on me. 🙂
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@media_dept @maow_tty
No prob! And yeah tile sets are less useful for point-n-clicks generally, since you're mostly wanting unique backgrounds and there's no real repetition/benefit to building that way.
We did Nightshade (point-n-click-ish) on NES using tile sets though - initially backgrounds were unique but a point was hit where savings had to be made, so in a few areas 90% of background is reused but minor details changed to distinguish, e.g. different paintings in hallways.
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@media_dept So, consider this:
You want to make a terrain, if you are not using tile maps you need to draw by hand the entire terrain, and then make the collision. But imagine that players tested and some jumps in your hand draw terrain are actually unreachable, you have two choices which involves tweaking the jump that might affect all the other areas that it work, or redraw the terrain and redo the collision of the affected area...
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