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Compression algorythm for tile based levels

MEMentalBox•Created September 3, 2021
Compression algorythm for tile based levels
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Description

basically every pair of letters/numbers is a tile ID and and you can line up pairs for an x axis and put them is list items for a y axis. This is a very nice technique for level making, but it get's challenging if you wanna have big levels. So, compression! In this example, I saved over 130 thousand characters. If you implement it tho, it may be a safe bet to put in a loading screen as it might take time to decompress larger grids.

Project Details

Project ID566561468
CreatedSeptember 3, 2021
Last ModifiedSeptember 4, 2021
SharedSeptember 4, 2021
Visibilityvisible
CommentsAllowed