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  Using lwjgl to make a zelda style dungeon crawler  (Read 2560 times)
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Offline kynian

Junior Newbie

« Posted 2012-12-15 07:06:50 »

I'm making a small dungeon crawler game that is going to have movement similar to the old zelda games where one room or one section is loaded on the screen, the character can move around that section and fight monsters/open chests/ etc and not worry about the map moving, just the character. Then if they hit a doorway or a wall the current area image kind of gets "pushed" off the screen by the next room/area to be loaded. How would I go about doing this with lwjgl? Also we are debating using static images for all of the background items like walls, floors, etc and just having individual sprites for things like monsters chests etc. Is this a good way to go about it, or would a tile set be better?
Offline davedes
« Reply #1 - Posted 2012-12-15 07:19:42 »

Tiles are better

"Pushing" the room off screen is just moving a camera.

I'd start a bit smaller if you are asking questions like this. Try doing some simple stuff like rendering a character moving around on a 2D map before you start worrying about fancy effects and scene transitions.

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