Using Text Blitter is probably the most memory intensive thing you could have done.
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Using Text Blitter is probably the most memory intensive thing you could have done.
Yeah believe it or not, your idea to use text instead of graphics actually makes this game much more complicated.
You'd actually be better off using actives as tiles instead.
With text you can't detect collisions, so if you do continue down this path you'll have to text using their positions.
So you need to be storing the player's X and Y position (in terms of the letter-character positions) and when the player has the same X and Y position as an object you want to test, then he/she is overlapping that object.
OK, so I've scrounged up a fairly decent set of roguelike tiles.
I wasn't going to do random anyhow, so do i just pretend its any other RPG and make individual maps and frames and focus on getting manageable code that works through all the levels?
Yes? I'm not really sure what you're asking. For a game of this scale I would probably load the maps externally from a file using some level editor you create yourself to make the map(s).
Another thing you could do is use the Advanced Game Board Object to keep a representation of the current state of the game, so that you can detect whether certain tiles are next to each other.