I'm making a remake of super mario world. The project is going good, i have the basic physics down and just need to draw the level and set the bounding boxes.
The question is, does anybody know a program that could create an image from tiles. I have tried creating the map in XNA GSE but all the drawing slows it down.
What i need specifically, is a map/image of a level. I could use the original from the game, but i want to have custom levels that i created, also there levels have slopes and stuff and my project isnt fitted for slopes.
Besides that i figured once i get it up and running i would try and make a tutorial.

2D Platform Game Help
mcp76
About the second layer use:
I put the map on two layer: the first behind the sprites, the second if front of them. So I add depth to the scene. You can use a bigger tile layer behind the first to add a parallax layer.The render chain can be:
Parallax Layer -> First Tiled Layer -> Sprites -> Second Tiled Layer -> HUD
The tile is small, because now I'm converting a Game written with some friends for Symbian. I'm coverting the library and the game. The effect, however, is good. Peraphs making now, we use a bigger tile. I've tried to scaling them, but don't like me.
William Bartholomew
I had also my doubt of the XNA performance, so I decided to test this.
I am drawing a 80*80 tile 600 times on the screen, combined as one big
background and scrolling this. In debug mode this slows down a bit, but when
executing in release mode it is performing quite well, it is also smooth scrolling.
This test does not include the extra overhead to select the correct source rectangle/
tile from a big texture, but for now I am impressed with the performance of XNA.
I think it doesn't help to create a 2d engine with 3d graphics, because the spriteclass
is probably already calling 3d directx functionality at a lower level.
Ewax
TedWagner
Working with SpriteBatch class to create a Tile engine is too slow if you want work with a greate number of tiles. To create my platform game I'm trying to create an engine emulating 2D with 3D graphics. So the game runs well, but the code is more complex.
Anders Wallin
i believe they might have the source code you are looking for that can help you find some solutions to your own problems you are encountering.
http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=768646&SiteID=1
Hope that helps!
iortizvictory
tails@op.pl
ksona
For Bill
I'm working on a 640*480 screen resolution, with 16x16 pixel tiles. So I have to render minimum 1200 tiles; if I use only e tiled layer, I' don't have troubles, but when I use the second layer for effect the game slows down. With the 3D engine is all fast (very fast).
Dan Lingman
I'm pretty sure I read this somewhere. 2D sprites actually do use 3D. When it comes right down to it, if XNA couldn't draw the tiles of an old NES or SNES game fast enough, I wouldn't think it would be very useful. If emulators like MAME can keep up with those old games, I would hope that a framework that deals natively with much more sophisticated graphics cards could keep up.
Robert G Lewis
I put together a test of this scenario. You can download my sample program here:
http://www.bluerosegames.com/brg/TileTest.zip
It uses 10% of the CPU, but it seems fine. One thing I need to wonder though it whether you really need tiles that small. In a lot of cases you can get more clever about your tiles and use bigger tiles to get the same effect.
Bill
EDIT: Sorry I missed the part about your second layer for effect, can you describe the kind of stuff you're doing in your second layer
seu
hackbabu
yahu_Hugh
What do you consider a great number of tiles It seems to me that you would only have a maximum of 100-150 tiles on the screen at any one time, which shouldn't be a problem for XNA as long as you draw it all in one sprite batch. I'm executing about that many draws per frame in my game and it's not an issue.
Bill
DavidThi808