Tilemap or Snap-To-Grid?

Discussion and feedback on Construct 2

Post » Wed Jan 21, 2015 4:43 pm

Hi everyone,

I've got this question on my mind and hope you can help me :)

I'm currently in the process of designing a platformer. I'm using the tilemap object to draw the levels quickly and as far as I understand it from this article {scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits}, that's quite an effective way to go. But the beginneres tutorial for platformers {scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits}uses single snap-to-grid objects to create the levels.

Actually, you can achieve the exact same level design result with both techniques.



My question is: Which of these ways is more performance friendly? I'm using a 96x96 grid for the tilemap at the moment:

Image



I'll gladly take any answer and advice on this topic :)
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Post » Thu Jan 22, 2015 2:49 am

@dhoeke

I'm also doing platformer games. Use TileMap for better performance.
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Post » Thu Jan 22, 2015 5:30 am

Based on what I see, you seem to be doing it pretty efficiently. The ground should be tilemap like you have, and the larger objects like the ice and trees should be background sprites.
I think the platformer tutorial was written before tilemaps were introduced into C2, which could be causing some of the confusion.

Great looking sprites btw! :D
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Thu Jan 22, 2015 10:30 am

@tumira @ryanrybot

Thank you!! :)

Then I'll proceed with tilemap + background/forground sprites.


(Why does linking to tumira work, but not to ryanrybot???)
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Post » Thu Jan 22, 2015 10:35 am

@ryanrybot

Thank you, too. Don't know how that mention BB code works atm.
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