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mongoid
I'm a freelance game developer working for all sorts of companies big and small, as well as spending time pushing out my own indie titles.

James Dalby @mongoid

Age 45, Male

Game Developer

UC Irvine

Irvine, CA

Joined on 1/3/02

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AS 3.0 Tile-based engine prototype

Posted by mongoid - February 9th, 2008


Hey guys,

I just posted a prototype of a tile-based scrollable background in AS 3.0. Also, there's a little lesson in why tile-based engines kick so much ass.

Let me know what you think!

:-)


Comments

thats pretty clever.

thats awesome, just wondering if u could pm me about how u made it.

I'm just about to make a post about it on the dev blog once I get my prototype up and running without any kinks. I'll show you how my algorithm works, and how to divide your artwork into tiles to get it working correctly.

Hey, I've been reading your development blog and it's very interesting. Wasn't able to comment over there though, since I must be logged in and I can't seem to create an account.

I've never made a tile-based game / background before but now I see it can be very efficient. I have a question though, you say when the tiles enter the box they are rendered. How exactly does it work? Do you test if it's within the boundaries of the box using geometry? Also, what do you mean by "rendering" the tiles? Do you attach them to the stage when they should be visible, or are they just hidden?

MageQuest looks pretty good so far, I especially like your level design drawing.

Thanks for letting me know about the login problems. You now have the ability to leave comments after registering.

Rendering something means that Flash is told to draw something on screen. Setting a movieclip's mcName.visible propoerty to false is a good example of asking flash NOT to draw the clip on screen.

I use a hash function and a two dimensional array to tell which tiles in the scrolling background should turn on or off. If that doesn't make sense, don't worry. I'll explain how it all works in the next dev blog post. :-)