You might consider using buttons, not for any button functionality, but to reference images. Lay those out as you need. They will be in the same coordinates as your sprites and arrows and things. You can butt those against each other. Adjust the margins if buttons have them.

If you go to 3/4 view, tiling will still work and you can even have a little overlap. Just layer them right.

Your game world might be a toroid. That is, left and right wrap and up and down wrap.

Dar Scott

On Sep 23, 2010, at 6:54 PM, Mike Bonner wrote:

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!
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