I’m used to making 3D games but not 2D tile based games. I’d be very grateful if some more experienced Tiled users, or old-school programmers, could answer a few simple questions by way of example to ensure I start on the right track. I’ll use Pacman as the example.
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It seems that there should be one layer which contains the static, collidable tiles i.e. the walls. Imagine there were no dots or power-pills to collect but just black corridors to walk through. Should the black tiles representing empty corridor normally be (a) in the same layer and flagged with a property (or index range perhaps) or (b) in a separate non-collidable layer? If (a) they I each tile would need a “solid/collidable” property. If (b) then there are empty tiles in the collision layer.
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Should the layer containing the dynamic tiles (dots, power-pills) be an object layer containing tiles, or would a tile layer be more appropriate?
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Is the runtime tilemap data usually static? By static I mean constant and unchanging. Say for example the player collects a load of dots and a power pill from the object layer, should these be actually removed from the map layer data at runtime (say in the TMX library structs), or would the tile/object layer be used at load time to create a set of game objects to represent the dots and pills which would be destroyed as collected? I guess the latter approach would mean that the .tmx files only need to loaded once at startup, and not cloned.
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Is it normal to have a single tileset image file containing images for both tiles and sprites, or do games normally have image file(s) for tiles and separate ones for sprites?
Many thanks!