08-28-2020, 02:27 AM
I have been redesigning my platformer engine basically from the ground up as I have been learning a lot and figuring out better ways to handle things. I now have it to where it dynamically handles maps of different sizes.
I have a very quick workflow down for tilesets and maps. Tilesets can be produced very quickly using a regular graphics editor like GIMP and converting to usable NGPC data with sodthor's image converter. The same tileset image can be used in Tiled map editor to build out a level, and the output from that is easily converted to usable code.
Once the fundamentals of this engine are in place, swapping in different tiles and levels will be very easy and I could effectively make entire platformer games relatively quickly.
I have a very quick workflow down for tilesets and maps. Tilesets can be produced very quickly using a regular graphics editor like GIMP and converting to usable NGPC data with sodthor's image converter. The same tileset image can be used in Tiled map editor to build out a level, and the output from that is easily converted to usable code.
Once the fundamentals of this engine are in place, swapping in different tiles and levels will be very easy and I could effectively make entire platformer games relatively quickly.

