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1  Game Development / Newbie & Debugging Questions / Re: large map file format on: 2013-03-23 23:48:37
If your map is grid based, I would recommend spritesheets and a txt telling the game what tile is in what place. It saves so much disk space compared to really big images, and makes the levels easier to edit.
No idea bout Tiled, but it might be able to export as a .txt? Maybe?
And then just one class to read the text files and youre away!
2  Game Development / Newbie & Debugging Questions / Re: Storing levels on: 2013-03-23 23:43:22
I've just always used txts when I didn't hard code my levels (now that i read this, perhaps I shouldn't be giving advice ^^)
Does it just not feel professional to use a text file? Or are you worried about security, and the user editing the level?
3  Game Development / Newbie & Debugging Questions / Re: large map file format on: 2013-03-23 23:37:15
I suppose spritesheets are out of the question? You can't just keep a txt telling you where to draw each tile?
Or as Regenuluz said, split it into smaller images...
4  Game Development / Newbie & Debugging Questions / Re: if statment on: 2013-03-23 22:22:22
Looks like you're returning a string from that function, and to check string equality you need to use .equals()... == will always return true.
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2015-05-31 05:37:30 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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