a lot of this work is a result of just taking old code i had saved (without labeling at all, not a great idea) and just dumping it in and testing it with a random image. i made a few tweaks here and there to get some interesting results.
I finished more stuff. The white square up there is the cursor. I don’t have any cursor sprites (yet). Still waiting for the monogame update.
The yellow drawings i made there were a result of me testing my fully functional unit/tile selection code. And that dude in the top left corner is a (very crude) actor entity. It doesn’t do anything yet.
A bunch of miscellaneous captures. The end products from the video are scattered across the last 3 batches i uploaded. I was going to use audio other than boards of canada but this track was perfectly timed for the video.
Redid the grid system, hopefully this will be the last time i have to do this. The grid is now an 8x8 2d array of chunks which are 256x256 tiles. At most, there are 4 chunks active (within camera view). All other tiles are made inactive until the camera moves within their visible range.
In the image above, the tiles are colored to show where chunks begin and end.
Ideally i was going to make the grid much larger but that would also bring in new issues. I’d run out of memory if i had more than 64 chunks and i would inevitably have to delete chunks that aren’t active then load them when the camera enters their visible range. So for now i’m going to stick with 8x8 (which is still pretty dang spacious).