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Old 16 January 2015, 05:13   #16
Arne
Hobby/Indie gamedev
 
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Join Date: Jan 2015
Location: Southern Sweden
Posts: 110
Thanks for the reply/idea. I'm actually using "icons". I think they are like bobs but icons can only be pasted and have no coordinate retain or background save. My icons are variable width, so using some kind of general mask (if I understand you correctly) might not work for say, 42 pixels wide images then? I'll look in the manual. If not there chance are that I can get to it low level anyways.
I could perhaps turn off the mask on the 12x12 tiles and perhaps activate this general mask during map draws. Right now I calculate the width mask for each tile. For a 12 px tile it looks like 11111111 11110000, repeated for the height (12).

Letting unmasked tiles overlap when drawn would work if I update the entire map in read order and didn't have to care about the righthand GUI, but I mostly update select tiles.

Anyways, over a thousand lines of Gosubs is beginning to get very unwieldly!

Situation 1: I may have a For-Loop with X that I assume is temporary because my X'es are always temporary, but I call a Gosub which calls a Gosub which modifies X for some other purpose. Ouch! Solution: Be more agressive with unique variables?

Situation 2: I have a register/argument/parameter value of some sort, like YSelect, intended to be accessible, but forget myself and modify it when doing some temporary thing because it came in as an argument. Solution: Chuck such variables into unique variables at the top of the Gosub, even when I think it'll be fine anyways.

I WILL make this thing all Gosub. Here's a battle to be won!

Progress report: Slow today due to losing battle, but blob movement is operational. They all move simultaneously and in half steps so little trains can form.

Last edited by Arne; 16 January 2015 at 05:18.
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