Designing tiles and working with big objects

Hi Guys and welcome as this is my first post here, not the last one I think :slight_smile:

I am trying to do graphics for my first isometric (2:1) strategy game and I have some questions about handling big objects.

  1. How do you approach to objects that are bigger than one tile? Do you paint on top of the isometric grid in Photoshop and then split the image into tiles? If so what is the best way to split larger images?

  2. If for example large building in my game will have animation should I do it as a gif or sequence of different tiles?

  3. In my game there will be option to speed up time, does it mean that gifs will animate quicker? Or do I have to paint them as sequence of tiles?

  4. I choose grid size of 128x64 pixels, my maps will be no bigger than 64x64 tiles isn`t it too big for mobile phones and tablets? most people choose tile size of 64x32, will I encounter any problems?

This is what I got so far, critics and comments welcome! :wink:

Big thanks to the author of Tiled Map Editor. you did a fantastic job!

Hi,

How do you approach to objects that are bigger than one tile? Do you
paint on top of the isometric grid in Photoshop and then split the
image into tiles? If so what is the best way to split larger images?

Generally the best would be simply not to split the image… Tiled can
handle oversized tiles well.

If for example large building in my game will have animation should
I do it as a gif or sequence of different tiles?

Hm? Tiled does not support gif’s at the moment I think, but there is a
built in animation editor which should be able to create similiar
animations.

In my game there will be option to speed up time, does it mean that
gifs will animate quicker? Or do I have to paint them as sequence of
tiles?

You can simply speed up the animation in your engine. Tiled does not
really need to do anything here…

I choose grid size of 128x64 pixels, my maps will be no bigger than
64x64 tiles isn`t it too big for mobile phones and tablets? most
people choose tile size of 64x32, will I encounter any problems?

Sorry, I cannot answer this… it heavily depends on your game… best
try it out yourself!

Regards,
Ablu

Hey @Tomek7, glad to hear you’re enjoying Tiled!

I think the main thing you will run into is that you will have tiles of different sizes, in which case packing them all into a single tileset is not going to be memory-efficient. You’ll want to pack your tiles in different tilesets depending on their size, or when the size varies too much and you still want to group those tiles in a single tileset tab in Tiled, then you can use an ‘Image Collection’ tileset, to which you can add each tile image separately.

Also note that you’ll probably want to adjust the “Drawing Offset” property of the tilesets to make the tiles align to the grid better.

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Thanks Bjorn, I will use Image Collection function.

Ablu, I know tiled doesnt support gifs, I dont need to see animation in the tiled map editor. I was thinking about the game engine, will gifs work there? Sorry for my rookie question but this is my first game :slight_smile:

Also, If I create images bigger then one tile, will it be difficult to sort out collisions later on? I read somewhere that bigger images should be split into smaller ones.

Ablu, I know tiled doesnt support gifs, I dont need to see animation in
the tiled map editor. I was thinking about the game engine, will gifs work
there? Sorry for my rookie question but this is my first game

Well, this depends on your engine of course… If your engine supports it,
of course you can do it.

Also, If I create images bigger then one tile, will it difficult to sort
out collisions later on? I read somewhere that bigger images should be
split into smaller ones.

Again this depends on how you want to do collisions. There is no perfect
solution for all possible use cases. But i see no issue with oversized
tiles for collision.

Regards,
Ablu

1 Like