I have used the suggested offset function and now the VRAM stays at 0.05mb compared to the 78+mb it was at when creating a 100*100 size grid. Thanks! Also, thanks for showing me Iconoclasts, it was fun while it lasted. It is unfortunate that it is not a complete project.
Any example of a tile-based map/world generator would be much appreciated. I look forward to your take on this project.
The example you provided is sweet!
Unfortunately, I am still slightly at a loss as to which object is best for background purposes. The Tiled-Background vs. Sprite as background sort of debate. Sprites seem to eat up the frame rate when enough has been added, but tiled-backgrounds are limited to the object size, all offset textures must be that size or face a bit of cropping, and it is created based on always created based on its location from (0,0). Maybe you can explain why you used Sprites as opposed a Tiled-background with offsets?
As for the scrolling, I am still studying how it works. When I threw in an arbitrary sprite object onto the ?hud? layer it stayed in one place as it should I suppose. When I tested it on ?Layer 1?, it shakes in the direction of the mouse, but at the end of the it all, the arbitrary sprite was on the same spot as if it were on the ?hud? layer. My biggest concern is will this form of scrolling will affect a game with player sprites moving around the world? If they had a projectile launcher, would the projectile move in the intended direction while scrolling? Are these problems really much of an issue or can they be fixed easily?
About the Circle/Polygonal loop circuit or function. I suppose I may have needed to clarify things more as to its intended use. Because I am working on a tile-based world/map ?editor?, I thought being able to place tiles with polygonal patterns would be very helpful, as opposed manually placing tiles to make a circle or a triangle or rectangle or any other polygonal shape. Drawing rectangles should not too difficult to implement, but drawing triangles and anything above 4-sided shapes are really unnecessary and circles may be a bit of a problem for me.
Also, I always took the ?Start of layout? condition as something that happens only once when the layout starts and no more afterwards, but the events with the loop conditions seem to go on forever.
Lastly, I have also been working on a smaller project to help me precisely pick the tile you want as opposed to picking the closest tile or the one closest to the front (I assumed that would have been a problem when making a game with height).
It took a good chunk of my day to get the math correct, but it is only half of the math towards the way I want this to function. I want to be able to select/place an ENTIRE tile in the correct position - not a half-way overlapping another.
Here's the .cap file:
Right now it only goes halfsies. I am unsure as to how to make it full cell selection, but I managed to stop the jittering by flooring all the MouseX/MouseY positions. Any help in this small project will help my larger project. Please and Thank you.