You say I should not use .png’s for tiles on a 2d map? Why not? PNG has transparency information, which I need for tile blending etc.
While, .BMP is huge in file size and I say its good for backgrounds or 3d games. Yeah .png has only 16-bit color but I guess its enough for 80x80 px tiles.
One of my major internal debates going on, is what tile size should I use. I want to support both window and full screen modes for any supported resolution.
I persoanilly would play on 12801024 fullscreen. The minmum my game will allow is 1024768 window or full screen (nothing lowers), because the player is going to need space to see ahead in the rpg.
Ok, I do have a tile map renderer that I made for Java2D, I will port it to LWJGL, and I have ran my program through various tile sizes. I am deciding between:
100x100 px
80x80 px
or something like that.
There are advantages to both larger and smaller tiles.
First of all, I notice my speed increases (fps) is I use larger tiles, because there is less to loop through on-screen.
However, large tiles provide more limited terrain showing. Like you wont see as much of a lake or something.
But smaller tiles, show more terrain, and its details, yet the stuff closer will be less detailed.
Larger Tiles (100x100+)
Provide better texture quality.
More up-close detail, more detailed grass/detail objects.
Actual map will have more running distance.
Improves fps a little bit.
Smaller Tiles (Less than 80x800)
More visible land on screen, better gameplay.
Terrain is more visible, more pleasing.
Things like lakes, trees, and environment are more obvious, may be more immersive.
Less ‘wasted’ off-screen parts of tiles rendered.
The size of the tiles will not affect the way I place housing, or objects etc. My houses, and characters will be similar size.
The size of the land matters, because it will show terrain. Like I could use 256x256 tiles, but that is stupid, because then my lake would have transitions that are retarded, and very boxy.
Each square of land will contain a certain amount of resources, etc, so keep that in mind also.
My collision detection has nothing to do with the tiles at all, my objects and house images etc will be the ones you collide with, not tiles.
The tiles you collide with will be the water blending/walls.
My map editor will let you place terrain, in a tile-based fashion. Yet, when you place housing, details like grass/shrub/trees, or weapon pickups, those items will be placed exactly where you click on the map (objects DO NOT bind themselves to tiles).