Well, thank you for many comprehensive responses
If your world isnt intractable (E.g. it creates it at start and doesnt change) an option would be to paste the objects into background.
For other methods, it really depends on what kind of game it really is.
My created object is grass. Each object got 32x32, and may be destroyed by player(so it can't be background).
I want to make game like minicraft(which doesn't exist anymore) Please login to see this link., but the world isn't infinite (because i want to export this game to android).
there is a property for the frame for the Max objects. by default it's set to a 1000
you might want to increase that
I changed it to 999999, and it turned into 20000, and I cant increase it anymore.
I think most people use arrays for this sort of thing. As someone who hasn't messed around with this sort of thing much (well, I kinda tried a vaguely similar system once, but it didn't work out very well for reasons partially out of my control (e.g. the MFA file was somehow seemingly kinda-sorta semi-corrupted, for starters), partially because of CF2.5 bugs, and partially because I didn't have a clue what I was doing if I recall correctly), I can't say for sure, though.
I am semi-advanced user of CF2.5, but still don't know how to use arrays I used to learn c++, but only for cmd applications. I understand c++ arrays, but don't get how to use it in CF2.5
OK, now the longest answer (thank you for it ):
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does your world fit in a frame?
yes, it does
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first step is anyway storing your level in a database (i.e. array) and then load/destroy the world while you move
otherwise you wouldn't know what to create/where
as I said, I don't know how to use arrays in CF2.5
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given the size of your world, you'll maybe won't go with builtin scrolling at all
but instead "scroll" the tiles while your character walks (walking = offset X,Y world coordinates)
and then creating/destroying tiles as they shift out of sight (screen)
Interesting option, but scrolling that much blocks at once would be pretty challenging for android phones (or maybe not [?])
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best solution (imo) would actually be not creating tiles at all but presetting a grid of (screenwidth/tilewidth +2) * (screenheight/tileheight +2) tiles
and updating their graphics by parsing the array while you move
so you have a fixed size scene (your monitor width)
and update columns and rows that gets "shifted" outside the screen by warping them to the opposite side and querying the database for their graphics
?????? :O I don't really understand what are you saying.
I undo my word about beeing semi-advanced user of CF2.5. As I see, I am still a begginer
I'll post my .mfa file for you, but please just don't offend me for my clicking skills.