I eventually want to develop an isometric game using cocos and right
now I'm wondering if it would be better to write an isometric
submodule for the tiles or to use the new editor.. eventually and use
a rotated grid. Isometric maps do require tiles to be drawn in a
certain r to l back to front order to layer properly.

I haven't browsed the source code enough, but will either support very
large maps with high-res tiles well? IE does the JSON and xml loaders
load the whole map into memory? Would I have to write my own loader/
engine to be able to cache parts of the map when scrolling and not
load the whole thing into memory?

btw, great work on both map systems. Cocos2d is really exciting for
python game development.

Devon

On Apr 22, 5:37 pm, Lucio Torre <[email protected]> wrote:
> On Wed, Apr 22, 2009 at 7:19 PM, Richard Jones <[email protected]> wrote:
>
> > On 23/04/2009, at 12:24 AM, devon wrote:
> >> I've just started with cocos. I'm wondering about the relationship
> >> between the tiless editor that is being worked on (which I understand
> >> is not a tile map, but more of nodes like in braid) and the current
> >> tile map implementation.  Will they remain two separate things? Why
> >> does tiless use JSON and the tile maps use XML? Any plan to integrate
> >> the two in the future?
>
> >> As far as the normal tile maps, is anyone working on an editor for
> >> that?
>
> > It would seem to be rather pointless to have two codebases with
> > effectively the same goal in the cocos2d project so I will assume the
> > tile implementation I contributed will be killed off. Because people
> > don't like XML, apparently.
>
> not just because of xml :)
>
> The two things work very differently. tilemap uses a tileset, with a
> fixed grid and does stuff like hex grid, that we dont plan tu
> support.(yet?)
> The tiless editr uses no tiles. Its just a batchnode layer with a
> bunch of sprites. it works fast because opengl does the culling.
>
> I dont think there is an upgrade path from the tiles module to this.
> But im happy to listen to ideas.
>
> btw, tiles on tiless was a free feature, we didnt plan to rewrite
> tiles. And the format was going to be incompatible anyhow. sorry if it
> seemed rude or anything. i really appreciate the work you have been
> doing on cocos.
>
> Lucio.- Hide quoted text -
>
> - Show quoted text -
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