Zelda-style Top-down RPG. Storing data for each tile type

Posted by Delerat on Game Development See other posts from Game Development or by Delerat
Published on 2014-06-07T18:58:04Z Indexed on 2014/06/07 21:38 UTC
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I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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