0 Members and 3 Guests are viewing this topic.
Does it constantly archive and unarchive areas that it loads in/out?
Major mapping update -Finished custom asm mask routine (although I need to change it a little to draw to any tile once I implement NPCs) Yeah, the routine is kinda poorly written; I'll eventually get around to optimizing it. Don't look! But the important thing is that it works for now lol-Sprited character and animations-Optimized/modularized movement code to allow tap-to-face-direction and improved speed with one change.-Draws black automatically if shifting in non-existent data-Last, but most definitely not least, implemented seamless map transitions. Remember in the demo and in Embers, in order to change areas you HAD to go through a door or something? No longer; now you don't notice anything when you move from one area to another (well, if you look really closely the grayscale flickers a tiny bit). Effectively, the world the player inhabits is 9216x9216px or 768x768 tiles...That's 589,824 tiles, or over 13,000 screens of world all seamlessly put together. The screenshot shows the character walking around on the edges of 3 areas. It only takes 2kb of RAM to run this mapping system As usual, the build and source can be found in the first postTo-do:-Collision detection + map switching via portals/doors-Fix up mask routine-NPC render engine (then I'll be done with all the overworld stuff...)