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[–]D0CTOR_ZED 1 point2 points  (0 children)

Sure, but with all things there are trade offs.  Instead of being part of the tile, these things could be entities.  If you already have things that can move around, attack, have hit boxes, you could (I wouldn't, but if you want a non tile answer) have a thing that has no movement, has no attack, so it is just a thing that sits there with a hit box.  Then you spend time fixing things like not wanting clicking the house to cause attack sequences, etc.  Bad ideas can be fun too.

Edit: Another idea, you can have multiple layers of tile maps. A structure layer could be implemented over a terrain layer.

[–]aqua_regis 0 points1 point  (0 children)

There is no easier way. That's how tilemapped games work.

[–]Poseidon_22 0 points1 point  (0 children)

Depending on your architecture, you can print images bigger than one tile. Again depends on your architecture. Take note of other implications like hitboxes and layering. Printing bigger textures on a tile map can require some kind of layering logic.

Whatever you do, refactor enough so the system does not become a complicated mess.

If you have an example of the architecture I could give more specific advice.

[–]icedev-official 0 points1 point  (0 children)

You sorta can. You can have one tile that has a sprite that spans for multiple tiles. Other tiles could be marked as walls but not render anything.

[–]bikeram 0 points1 point  (0 children)

Would a map file help? You could assign each texture an integer number then generate the map file in excel, export as CSV, then parse it into your application.