Hello!
I am currently working on a basic leveleditor. The only thing i can't get running is efficiently editing backdrops... or to be more precise... creating, changing or deleting backdrops with events during runtime.
Is there any way to manipulate backdrops while runtime?
If there is another object wich is more capable, what are u using for a backdrop?
(keep in mind using resources efficiently)
I understand some people use the Surface Object for this kind of thing? I don't know what advantages/disadvantages it has over old-fashioned background pasting, though. Maybe someone else could fill me in on the details for this one?
I'm a Text Blitter guy, myself. It's nice because you can just reference an array file using callback, and all the tiles update themselves. No looping or pasting required.
But it's annoying because it doesn't support collisions, so you have to implement your own tile-based collision system based entirely on alterable values.
..Which is doable, but a little unorthodox.
I use actives. when the actives are outside of frame destroy all, and load new tiles to the frame with a fastloop.
Dont know if its the most optimized way to work but it works.
Recently learnt how to make my own level editor.
You still can use your backdrops by having an active pasting into background and destroy the active during a loop.
Carefull with loops dont have them on all the time. If you have to big loops it will slow down your game. If you have several smal ones shouldnt be no problem. During the update on loading.
There's an event under active objects - animation - add backdrop, which creates a backdrop object the same shape as the active. You can use this to code your game using the background, but ultimately a level editor needs to load active objects. However, the backdrop is cleaner to code with than actives so i recommend this method. Ps. don't use paste into background, which basically doesn't work as far as i can tell.
Originally Posted by Fifth I understand some people use the Surface Object for this kind of thing? I don't know what advantages/disadvantages it has over old-fashioned background pasting, though. Maybe someone else could fill me in on the details for this one?
I'm a Text Blitter guy, myself. It's nice because you can just reference an array file using callback, and all the tiles update themselves. No looping or pasting required.
But it's annoying because it doesn't support collisions, so you have to implement your own tile-based collision system based entirely on alterable values.
..Which is doable, but a little unorthodox.
I don't know how or why but I've seen some of your source code and it was magnificent. Weren't you making a game about a cat or a dog, exploring a dark landscape?
I don't know how or why but I've seen some of your source code and it was magnificent. Weren't you making a game about a cat or a dog, exploring a dark landscape?
Oh, thanks! I can't imagine the context where it would have happened, but I appreciate the comment!
I don't know how or why but I've seen some of your source code and it was magnificent. Weren't you making a game about a cat or a dog, exploring a dark landscape?
Oh, thanks! I can't imagine the context where it would have happened, but I appreciate the comment!