Thank you Malte for the information. :o)

I must use a tile solution (as you mentioned) because the "world" or "landscape" will be *at least* 18000 x 13500. Some areas can probably be separate cards without loss of flow (one pass a gate or similar). I will test the button setup you mentioned and see how heavy it gets on resources.
Play area will be 1024 x 768.

I also have a type of isometric view but it is my own version. I have adjusted the background images so they fit together and give a 3D feel. Images are rendered 3D scenes. I am working in another game setup application at the moment but am running into limits. Especially the multiplayer part.

Another question: Can I open other applications (eg. other game .exe files) and have a smooth "overlap" back and forth?

My Revolution demo time ran out. I'll have to talk with Heather later to give me a second chance. ;o)
Must clear every question marks out of the way before upgrading again.

Eva



Malte Brill wrote:

Hi Eva,

first of all thanks for the kind words about ArcadeEngine. :-)
I´ll try to give some detailed thoughts on your second question. For the first question I can give the same recommendation as X. Look at chatrev. Not only the Client Server is impressive, but the people that hang around there. If you have questions concerning Client server solutions for your game chatRev is definetly the place to go.

<http://www.chatrev.bjoernke.com>

>2. Can one have a scrolling screen?

The answer is yes, you can. I would recommend not to lay out a huge backgroundimage like hugh does in his stack. This would be overkill for really large maps. Instead you may want to set up a tile based engine. Create a set of tiles (images that align to draw the map) These tiles should have a fixed size. The next step is to create a group of buttons that fills your card. Store your map in an array, or a customproperty. This could look something like this:

tile1 tile1 tile2 tile3 tile1 ...
tile1 tile2 tile2 tile3 tile1 ...
...

The group must contain at least 2 rows and columns of butons more than is needed to fill the card. 4 or 6 could be better though. This technique allows you to have a "buffer" once a button scrolls out of view you can set the icons for the buttons that are out of the visible area of your map to the next needed image IDs. You will need to play a bit with buttons locations to come up with a useful tile system though. :-) Currently I am experimenting with isometric view. And I can only say it rocks, but setting up an isometric tile system is a lot harder than a front or from top view.

Hope that helps a bit,

Malte


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