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While developing a small game using tile-mapping method a question came to my mind:

I would develop the game on Windows but wouldn't exclude adapting it to another platform.

What size(in pixels) would you recommend using for creating the tiles of a tile-mapped game(ie: RPG) with the following requirements?

  • Have an acceptable level of detail without having too many tiles.
  • Having a decent map size.
  • Allow adaptation of the game on a handheld(ie: PSP), smartphone or a computer without too much loss of detail or slowdowns.
  • Allow more or less important zoom-in / zoom-out.
  • Have a resolution of tile that permits either pixel-perfect collision or block-collision.

Anything from a good explanation to a game example is useful as long as it can fit the requirements.

This question may seem a bit simplistic, but I noticed that many Indies game developer were using inappropriate scales scenery.

Also sorry for the poor syntax and the lack of vocabulary of my question, being a non-native English speaker doesn't help when talking about computers programming.

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closed as primarily opinion-based by Noctrine May 6 at 13:50

Many good questions generate some degree of opinion based on expert experience, but answers to this question will tend to be almost entirely based on opinions, rather than facts, references, or specific expertise.If this question can be reworded to fit the rules in the help center, please edit the question.

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-1, tile size is incredibly design, artist, platform dependent, and even after those considerations fairly arbitrary. –  user744 Dec 20 '10 at 14:52
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Depending on what platform you program the size and number of tiles is important: when moving a character, when checking collisions(depends if you use tile collision or pixel-perfect), when playing with memory(are you better going of with 3 tiles for a detail, or 3 details per tile). I'm sorry again if this question has nothing to do on such a site but these are questions often saw but that were rarely answered. –  Ephismen Dec 20 '10 at 15:07
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This question is just too vague. Depending on the circumstances I can justify any tile size between 8x8 and 1024x1024; on the other hand, there's really no reason to agonize over 32x32 versus 48x48. Just go with what the artist wants. Ask a specific question, and the answers can be useful. –  user744 Dec 20 '10 at 15:32
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Bare in mind that some of devices out there (even some PCs!) still have trouble handling non-power-of-2 tiles. Stick with powers of two for your tiles and tilesets: 8x8, 16x16, 32x32, 64x64, 128x128. This will help you if you end up moving to mobile devices. –  egarcia Dec 21 '10 at 0:06
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I wouldn't go with what the artist wants. I'd go with what the game design dictates. The artist might want lovingly detailed 512x512 tiles, but gameplay dictates you should see things up to 10 squares away. –  Tim Holt Dec 21 '10 at 1:28

1 Answer 1

up vote 19 down vote accepted

You can calculate the tile size based on the screen resolution and the number of tiles that need to be visible. If you were putting up a chess board (8x8 tiles) on a 768 pixel tall screen, your tiles can't be more than 768/8 or 96 pixels, otherwise they won't all fit on the screen. How many tiles need to be visible is of course dependent on your game design.

So decide how many tiles a player should see at once, decide on the screen resolution, and calculate from there.

That said, I like 64x64 ;^)


I wanted to go back and edit this old answer to add a link to a nice post with tile making guidelines. It could be of use to anyone looking at tile size and tile design in general.

http://lpc.opengameart.org/static/lpc-style-guide/styleguide.html This is a great

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+1 -- There are analytical (and useful) answers to even somewhat subjective questions, and this is a perfect example. –  Nate Dec 20 '10 at 17:01
    
Tim's answer certainly is factual, but I feel like if appropriate response to such a long and open question is "do basic arithmetic", there's a failure somewhere in the site's feedback loop. –  user744 Dec 20 '10 at 20:46
    
Joe et al. T Some answers are about answering the question by asking more questions, then showing what to do when those questions are answered. –  Tim Holt Dec 20 '10 at 23:32
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The failure is that people answer or give feedback based on their own opinions and interpretation of the question. And sometimes that turns into over complexification of simple problems or just polite "shut up n00b" replies. –  Tim Holt Dec 20 '10 at 23:47

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