Problems with TileMaps - GV


Author: Gabriel Vega-Salcedo

Date: 8/15/2024

It's my first time working with Unreal 2D so I wanted to take advantage of the features provided by Unreal. Since the game is a 2D platformer one of my group members was going to do a level using 3D cubes but face the camera in a way where it becomes 2D. Since that would take a lot of effort and remove time we could dedicate to more important features, I focused on learning 2D TileMaps. If the team members continued with their 3D objects plan, it would have led to a clunky game design since our 2D game is pixelated, it would be difficult to align the 3D blocks with the pixels, and time spent on moving/deigning  3D objects would take away from future features like spell cards that the user could have more enjoyment in.

Through using TileMaps, the only part that would be time-consuming would be creating pixel art for the platforms and levels. The TileMaps allows you to add cubes on a Tile to act as a floor for the player and enemies. Overall, allowing for quicker game design when working with Unreal, and the only time-consuming portion is creating/finding assets, but LibreSprite has a stretch feature that allows you to enlarge assets while also automatically editing the sprite to look well in the new size you set it on.


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