The problem I'm running into is that I want a much larger map than the one in that tutorial... a grid thats 30 x 28. Is there a way to do this without using 840 active objects to cover the map? The game obviously takes a performance hit when dealing with that many objects. Is there a way to maybe use this overlay redux object I've been hearing so much about?
As with most problems in life, this one can be solved with the Text Blitter.
Instead of letters, you make its image into all the different possible rooms, and then you have it output a series of strings that are the uncovered map.
The text blitter idea is clever... but I think I've already solved my problem.
I just made two fast loops that cycle through every location on the map, and if that room on the map hasn't been explored yet then a map blocker object is created at the correct position based on the fast loop index. So all the map objects are created when the map is called, and destroyed when the map is hidden.
I couldn't get the overlay redux to work. I tried to paste an object into it but it wasnt doing anything...
The overlay Redux object is definetly a good method for solving this... Just make sure that it's made visible and that it's updated after you have pasted you level..
Quack! Sorry to revive this topic, but I made that map system and I would like to apologise for it's crapness.
I don't know what all this text blitter overlay redux gobbldeygook is about (though I probobly should) but if you're going to make a map system like that do not have the map running in every frame, use a subapp please.
Not for overlay redux per se, but yeah I've seen similar posts before. I said no offense before but now that I think about it I don't suppose you COULDN'T take offense to that. Sorry about that, Werebad.
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What I think would be a good method is to reverse Bogo47's Map engine. Instead of using Black objects to cover the map, you could divide the map itself into active objects (you can use different ones for map pieces that look different, like the start of a tunnel or the corner of a room) and have them become visible when that part of the map is explored.
(be sure to turn off Visible at Start for the map pieces, or the full map will show up when it's loading)
Actually I tried that at first but you end up having over 100 seperate active objects just for the map and then you have to use a qualifier for all of em and stuff so I would see that as being less convenient really.
Over 100? I thought that would be as much as 20...
And I don't mean a different object for each room, but each part of a room, which can be duplicated. (a corner piece, a tunnel piece, border of a room, etc.)
Yea that's what I meant. You wouldn't think it would end up with that many pieces but it does. I guess it would only be about 20 or so if you made a simpler one that doesn't show where the doors are like in Super Metroid.