![]() Pictures, though they do take more RAM than tiles, are still not huge memory hogs. ![]() Can you open pictures from your pictures folder on your desktop? If they are at all in at least "HD" size or more, can you open 3 or more on your computer? If yes, then there's no problem. However, with that said, I wouldn't worry too much about the RAM usage. So even if you have a rock from your Tilesets here and that same rock over there, each one is treated as new data in RAM with a picture, where as with a Tilesets it's treated as the same data. The reason this takes more Ram is each pixel is another small amount of data used up inside RAM Meanwhile, a picture (your parallax map) is a.well.picture, so each pixel in that picture must be assigned a value. So it's just copy-pasting the exact same item from Ram on to the map. Tilesets are Ram efficient because each title only needs to be stored once, and then it just copies that stored tile to each place you - the developer - has assigned it. Splitting a parallax map into a tileset does not reduce the required RAM until the same tile can be used multiple times in the same map.Ĭlick to expand.I'm not sure how you came to that conclusion. The tileset overhead means that for small maps where every tile is used once the memory is basically identical.īut for larger maps where tiles from a tileset can be repeated dozens of times, the parallax map that stores each pixel individually requires about four thausend times the RAM of a tiled map. And a tile has 48x48 = 2304 pixel, but no tileset overhead. This is three bytes per pixel per layer (ground and upper layer, rarely a light layer) - which means either six or nine bytes PER PIXEL. In a picture map, each pixel is stored independently in at minimum 3 color values. Plus the storage for thze tileset itself. This means that each block of 48x48 pixels is stored in 1 number per layer (3 for MV) - usually six bytes total. In a tiled map, each map tile is stored as a single number for 48x48 pixel, and the tile storage itself is outside the map. Sorry.The difference is how a tiled map is stored as opposed to how a full map picture is stored. If I remember where they're from, I'll edit them in here. Edit3: How could I forget Pandamaru's VXAce tilesets! (Digging required, also some of the links inside might repeat from the other lists) Edit2: Granny's Little Bits has some more stuff mixed in. Edit1: Caitlin's Graphical World is a big mixture of stuff, with modern/Sci-Fi/Post-apocalyptic stuff included. Then Joy's Futuristic Tiles - Spaceship Interior for a nice collection of edits. Lunarea & Celianna's Steampunk tiles can also be used (though they're in parallax format, so some work needed) Also Check out IcyDragon's Modern/Futeristic tiles specifically, the topic also has a handy one-stop download link for the whole thing. Some stuff from Enterbrain/Tsukuru's Blog GrandmaDeb's Modern Exterior tiles (as Sci-fi often uses things that can appear modern as well) She also has quite a few links within both posts to stuff that is certainly Sci-Fi. First check out both Granny's Lists - Modern and Futuristic Resources and Word of Warning, some things might have watermarks from photobucket or whatever, so you might need to use something like Gimp or Photoshop to try and fix that. Click to expand.This is certainly one of the more difficult things to obtain, but thankfully we have a lot of people who have helped make this easier.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |