Sega Saturn Development > Jo Engine Wish List

Import Tilemaps

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mindslight:
Thank you for this converter  ;)

I have so much thing to do on this project and not necessarily enough for the Jo map Editor :'(

I made a dedicated thread for your converter : http://forum.jo-engine.org/index.php?topic=859.0

b1tsh1ft3r:
No problem!

Feel free to use the logic and incorporate it into your map editor if you like. I know its not a very robust tool at this point but it seems to get the job done for now.

Also is there any limit on number of sprites shown with jo engine? Could you make tile maps of 1024x1024 or something of this large size without slowdown or consequence? Forgive me for not doing any research ahead of time but I figured someone might know outright.

XL2:
It wouldn't work simply because how the SGL workarea works.
You will need to cull the sprites that aren't on screen.
It should be quite easy using a simple grid, but since I never use the 2D functions I couldn't tell you exactly how you could do it.
The idea is that if each tile is like 32 pixels wide and your screen is 320 pixels wide, you only show tiles that are within 5 or 6 units of the screen's center.
Perhaps a new map rendering function would need to be create as I don't think the current functions cull-away the sprites that aren't onscreen.
SGL will discard the sprites that aren't on screen, but they will still get processed and fill the workarea quickly, so you need to do culling on your end too.

mindslight:
You can load large maps in the engine without any problem and no slowdown (I already used 10000x10000 maps !)  ;D

I don't use SGL for this part but a custom implementation.

Look at the "demo - map" sample.

Besides, the Jo Engine is way more powerfull in 2D than 3D today (but it will change).

XL2:
Good to know!
2D on Saturn is indeed very interesting, sadly I don't have the patience to create sprites and deal with animations, so I'll stick with 3D for while. ;)

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