Odd tiles, should I just go the usual route?

I’m working with odd-sized tiles (3216 with a 32 pixel vertical fringe), so that I could do effects like grass overlapping a wall, and a wall overlapping the 1-2 tiles behind it. In other words, my tiles are 3248, but only the bottom 32*16 is considered “tile”, where the rest is considered “height”.

Basically the advantages are that I can make it so that walls and other tiles can be drawn on the same layer, and I can have fringes without extra tiles.

Of course, there are a few disadvantages.

One is that I have to draw both the tile and sprite layers simultaneously, so that things are drawn in the right order. It may just be me, but this seems a bit of an ugly way to do things.

Another is that is seems a little overcomplicated. With a smooth-scrolling free-motion tile engine, I’m thinking it may be better just to put walls up on the sprite layer and just leave the flat tiles on the lower layer.

Your thoughts?

[quote]One is that I have to draw both the tile and sprite layers simultaneously, so that things are drawn in the right order. It may just be me, but this seems a bit of an ugly way to do things.
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Unfortunately, I don’t see many other options. You’re looking to produce a game that takes the Z-Ordering into account. If the sprites are part of that ordering (which it appears they are), then they must be taken into account when producing a drawing order.

[quote]Another is that is seems a little overcomplicated. With a smooth-scrolling free-motion tile engine, I’m thinking it may be better just to put walls up on the sprite layer and just leave the flat tiles on the lower layer.
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As long as you’re just looking for a simple special effect (e.g. having jungle foliage scroll closer to the screen) I’d definitely go for the sprite approach. But if that z-ordering plays a big role in the game’s design, then I’d suggest sticking with the combo map/sprite rendering.

The combo rendering shouldn’t be too bad if it’s designed right. Just paste your sprites to some sort of sprite map, then have the map renderer call the sprite renderer each frame. If the top-most y coord of any sprites fall within the area just drawn on the map, then those sprites should be drawn.

Good luck! :slight_smile:

Oh, I wasn’t planning to Z-order the sprites, so I guess I should just stick walls into the sprite layer. ;D

I have a habit of trying to simplify things by making them more complicated. :-[ Oh well, thanks! :slight_smile: