Finally am getting back on my feet(health stuff, long story) and want to try and learn some new things.
I'm looking at making a very simple overhead view rpg, and my thought was to use tilesets and set the imagesource of the chars to the desired tile based on letter. (meaing w for wall, f for floor b for building etc) The viewport will be a small 9x9 area with the current 'map' held in a variable. Before I go too far down this path, does anyone have any tips/pointers/warnings or better direction for me to go? My thinking was track the current position of the character against the map file, then on move, update the char postion (which will always be centered in the viewport) and use that to get the chars in the surounding area, lock the screen, update the field contents with the areas text representation and set all the image ids, then unlock. Would a datagrid be a better method for this? With a row template of 9 tile size images viewing 9 rows, and use fillindata to choose what imagadata to set each row tile to.. I was thinking this might work pretty well as I will only have to worry about the charoffset for each data row, and the datagrid will handle which rows are displayed. Other methods? At this point i'm not even really worried about collisions or anything of that nature. And I'm still determining if the map should bind edge to edge (making around the world trips possible) Any and all hints would be welcome. Thanks! _______________________________________________ use-revolution mailing list use-revolution@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-revolution