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Re: Simple Tiled Implementation - STI v0.14.1.7

Posted: Mon Nov 16, 2015 4:36 pm
by Karai17
Ah! I've fixed it so it uses the 0.9.2 feature set.

Re: Simple Tiled Implementation - STI v0.14.1.8

Posted: Mon Nov 16, 2015 9:26 pm
by Karai17
Added an image cache so that loading multiple maps with shared tilesets doesn't cause huge memory usage.

Re: Simple Tiled Implementation - STI v0.14.1.8

Posted: Thu Nov 19, 2015 10:59 am
by Rishavs
m'man! i bring news of crashes and bugs.

Loading super duper mega maps via your library causes it to crash. worse, it kills the main love thread and the console doesnt registers any logs.

attaching the super duper mega map here so you can looksy it.
Image

PS. the map is created procedurally by a program called worldengine.
More discussion and the actual map is here;
http://forum.mapeditor.org/t/worldengin ... led/896/11

Re: Simple Tiled Implementation - STI v0.14.1.8

Posted: Thu Nov 19, 2015 11:55 am
by Karai17
So there are a few things I can say right off the bat.

1) Your chunks are WAY too big! STI just recently supports loading multiple maps so I highly recommend making significantly smaller maps and placing them in a grid using pixel offsets.

2) Your textures are outside the size range for many graphics cards. You should try to make the textures more compact and square if possible, such as 2048x2048 and trim off any unneeded spacing and other junk data.

I believe that your system is simply running out of memory trying to load such an unreasonable map.

Re: Simple Tiled Implementation - STI v0.14.1.8

Posted: Thu Nov 19, 2015 12:09 pm
by Rishavs
> unreasonable

:3 okie.

Thanks anyway.
I tried other tmx files and it does works with smaller files.

Would be nice to get some exact exception though so I can send it to the map maker. He would have liked the feedback on it.
Any idea how i can achieve that?

Re: Simple Tiled Implementation - STI v0.14.1.8

Posted: Thu Nov 19, 2015 1:26 pm
by Karai17
It's hard to say what a reasonable chunk size limit should be. For instance, Minecraft chunks are 16x16x256. 16x16 is pretty small for a 2D tilemap, though. I would recommend maybe 128x128 tile chunks, or maybe up to 512x512. Anything bigger than that would just be a pain.

Re: Simple Tiled Implementation - STI v0.14.1.8

Posted: Mon Dec 07, 2015 8:02 am
by HumanRegret
Do you think it could be possible to add in a feature that takes in a layer with a custom property eg. table = true then we can grab all tile locations from that layer and add it to a table with x,y coords, something like tabled = map.cTable. It would be for the sake of being able to draw things like Objectives, collectables etc onto the tiled map, load the map into sti, grab the coord data and remove that layer from view, run a for loop to loop through the table of coords for collisions, drawing items individually etc? Just a thought..

Re: Simple Tiled Implementation - STI v0.14.1.8

Posted: Mon Dec 07, 2015 6:50 pm
by Karai17
Why not just use an object layer?

Re: Simple Tiled Implementation - STI v0.14.1.8

Posted: Mon Dec 07, 2015 10:13 pm
by HumanRegret
Had no idea you could use object layers. ;o

Re: Simple Tiled Implementation - STI v0.14.1.8

Posted: Wed Dec 09, 2015 3:48 am
by NightKawata
HumanRegret wrote:Had no idea you could use object layers. ;o
Yep, you can indeed use an object layer for that.

Image

I keep a palette map of all the object tiles, and then:

Image

boom.