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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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11th May, 2016 at 11/05/2016 17:13:24 -
Originally Posted by Fifth all without having to deal with a single coin as an active object.
The only other object that could do that would be the surface object, but not without having to do a lot of extra work.
But how big can the text blitter object be to support a lot of tiles without causing performance issues?
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Cecilectomy noPE
Registered 19/03/2005
Points 305
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17th May, 2016 at 17/05/2016 19:40:28 -
With a bit of creativity, it should only need to be as large as the screen. You could use offsets to determine what it's displaying at each tile, based on the source array from fifths example. Then you would only be limited to the array size in terms of performance. I'm out of practice as I haven't used a clickteam product in years, but something like that should be feasible.
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Fifth Quadruped
Registered 07/05/2003
Points 5818
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24th May, 2016 at 24/05/2016 01:07:00 -
Yeah, the Text Blitter object itself is really lightweight. You can have a whole bunch of them on screen displaying from different data sources, and you shouldn't notice any performance hit. I used to use several of them in layers to get parallax, back before layers were a thing. You can also stack a whole bunch of 'em to get a sort of depth thing going. It's a pretty versatile object.
But you WILL eventually hit some limitations.
First off, each object can only display 1024 characters, including newline characters (if you have any) and the end-of-line character. But if you really need to, say, cover a large-resolution screen with really small tiles, you could always use multiple objects to do so.
If you end up doing really complex calculations in the callback functions and have a lot of tiles to deal with, you will eventually see some loss of frames. That's something I'm kinda running into right now with BirdyWorld.
It used to be that you couldn't load an external image into the object (like, to load a new tileset) without massive, inexplicable slowdown, but I don't think that's the case any more. Either something was changed since MMF1.5, or else it only occurred on really old computers.
What I used to do (like in Nothing, and any of the games that used the same engine) was just make the tileset source image really tall, and just jump to new sections to change the tileset.
Go Moon!
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