About SpriteCandy

Miscellaneous Forums/General Discussion/About SpriteCandy

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Reply received a couple of hours after being asked:
The term "tile map" is so general, that I don't know exactly, what you are looking for. Have a look at Click Clack XL, for example (www.x-pressive.com) which was coded entirely using Sprite Candy and also uses a tile map. All bubbles are based on tiles. A tile map is done exactly the same way you would do it when using Blitz only, except that you're using Sprite Candy to draw all the tiles on screen, not 2D drawing commands.

Tile maps in general have nothing to do with Sprite Candy. The only part where Sprite Candy comes into the game is when it comes to drawing the tiles on screen. And this is pretty easy and shouldn't be any problem. If not, please let me know exactly what you'd like to know.

If you manage it to put all tile graphics on a single texture, you're able to use a single surface for those tiles. You can use several different layers and let them scroll with different speeds. Collision detection in tile based games should be done on tile level. Scrolling is straigtforward: simply move a layer, delete tiles on one side when they're out of screen and add some on the other side -like with every common tile based game. I really don't know where there should be any problem.

Regards,
Mike