Graham the man,
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- Yes that is perfectly possible.
- The less active objects at any one time the better.
- “Infinite” can be a very relative term. However if you mean really long maps then you could create those in Tiled making sure to think about point number 2, and if you wanted them infinite you might be able to create lots of smaller sized maps and then build them together in game by having two active at a time, the current and the next, and then destroy them when needed.
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#3 - How would you do this? how would the code look I mean?
#3b - I have a map, it’s 20,000 pixels high by 640 wide. Think doodle jump, but not really.
I have A LOT of animation, windmill, flying things, stuff going all over the place etc etc etc.
I hear about these performance issues, honestly I have done everything natively in corona for learning purposes but trying to place static platforms in my level is TIME CONSUMING BEYOND BELIEF.
The question would be, if I were to split my 20,000 pixel high by 640 pixel wide using 32x32 tiles (yes that’s right, it’s 625 tiles high by 20 pixels wide) into say 5000 pixel chunks (or whatever) would this increase performance? (pointing at “2. The less active objects at any one time the better.”)
I would think yes, (im stupid noob so slap me if I am thinking wrong on this and going off into tangent land). It’s like when you do a space shooter game and have sky.png and sky2.png and you scroll them, but you don’t see the “tearing” or gaps etc.
Would this be the same thing? I don’t mind doing this and would be a little easier.
Every try to look at 625 tiles at one time on screen? You have to break it up. I think your idea would work, but I need some direction on how that happens?
Side note:
Also FYI, tutorial 20, and tutorial20.tmx are not part of my 3.4 lime package for “Controlling the camera”
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