Design of a tile editor ... DX doesn't seem to work
Posted on 2006-06-23
I started writing a tile/map editor a few days ago. Since then, i've had to retry different methods of an engine because I keep running into different problems.
The game will be in C#/DX.
I want each map to be larger than the size of one screen and scroll when you walk on it. (Like Zelda 3)
So in my first attempt at an editor I set up a container panel on my form roughly the same size as the form. Then I attached my map panel to the container panel and set its dimensions to 5000x5000. That way I can use scrollbars to scroll around on my map and place tiles anywhere I want. I was creating new picturebox instances for each tile laid. Due to some limitations of the pictureboxes (couldn't have transparencies and do layered images when multiple pictureboxes overlapped)
My second attempt at the editor was similar to the first. I had a container panel on my form roughly the size of the form. Next, I created a map panel (5000x5000) and attached it to the container panel. That way I could scroll around with scrollbars in the map. This time however, I am using DirectX. So I created a Device and attached it to my map panel (5000,5000). This is where the program crashes. If I make the dimensions of my panel 4000,4000 DX doesn't complain.
Any techniques anyone can think of where I can have a large map I scroll around on and lay sprites anywhere I want? This is starting to get annoying. Once the Map windows is set up and working fine I can fly through the rest of the engine.
Thanks in advance for any helpful posts.