Hi, after some general advice
I have this 2d game world I made a while back
It consists of 121 segments, each having 75x75 tiles, with each tile having the following variables:
12 bytes and 5 booleans (each tile has 4 ‘layers’) - blocked, and 4 each of: atlasX, atlasY, flipped, rotation (for the texture)
Each segment is stored as a .txt file currently, 1 line per tile, with either an ‘e’ (empty) or a ‘c’ (same as most common tile which is stored in the first line) or a number with all the data, e.g. 2206001918001918001918000. The total file size of all the ‘segment’ txts together is about 5mb. Each tile image is 16x16, and all 625 textures are packed into 1 image (texture atlas type thing - 512x512).
I was hoping someone could offer me some advice for making this into an android game, as while I’ve made plenty of 2d games in Java I have never tried for android (probably using Libgdx).
My intention is to ‘stream’ segments in so no loading screens, with 9 at a time, the the center and the 8 surrounding the player. I’m not sure if these are too big, and I should perhaps make segments say, 30x30 or something? Is this even a realistic aim for android?
Also, what is the fastest way to load data on the fly in your experience? I’ve read that serialization is extremely slow. Is my 512x512 image size going to be a problem? I’m gonna need another for player sprites, which will be 512x256.
Finally, any recommendations for how I should handle the file format of my maps?