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Scrolling map data: columns or chunks?

4 replies · opened JUL 17 ago

ORIGINAL TRANSMISSION
Building a character-map scroller wider than memory wants to hold in one friendly block. I can stream columns, or divide the world into screen-sized chunks with overlap.

Columns seem simpler for movement; chunks seem friendlier for editing. What tradeoff bit you later?
REPLY #1
Columns were great until I wanted vertical movement too. If both directions are even possible, design the chunk boundaries now.
REPLY #2
I use metatiles inside chunks. Less map data, but the editor has to show the expansion clearly or mistakes hide.
REPLY #3
Keep collision and visual data related but not identical. The prettiest character is not always the shape the player should hit.
REPLY #4
That last point already fixed a doorway that looked open but was not. Chunks plus separate collision layer it is.

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