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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

What is a tile-based game?


Let's answer this question by breaking it down to the bare minimum: the tile. A tile can be considered as a tiny piece of a big jigsaw puzzle. A tile is usually rectangular for orthogonal maps and diamond or hexagonal shaped for isometric maps. A tile contains graphical data and sometimes even level-specific data. A bunch of such tiles arranged together comprise a map. A map can be anything from a small section of a level or may be even an entire level itself, as we will see in this game. Thus, a tile-based game will use this logic of arranging tiles in various layouts to create a level.

One of the most obvious benefits of deciding to go with tile-based logic for a game is saving on images for the graphics of the levels. Since a level will contain multitudes of tiny tiles, all we will ever have to do is design a few tiles and reuse them throughout a given map or level. This has a huge performance gain, since these tiles can be batched together while rendering.

However...

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