That's awesome... pretty much exactly what I was thinking of. Good example :)
Printable View
Awesome example! But I am still not sure if I should use this or go for background objects. How performant are 1000+ backdrop tiles?
Also I am still not sure how to make paths only related to an Array which tells me if there is a path or a wall or a grass tile...
You're going to be awfully limited with background objects I would think. The example is exactly what you need.
Not sure what you're asking with the "related to an Array" comment.
I disagree.
If you're using standard or HWA runtimes, 1000 backdrop objects is *nothing* (1024 tiles = 32x32, which is tiny) - it won't affect performance in the slightest.
Using backdrop objects will be much simpler and easier in every way - especially when it comes to handling events offscreen.
I would certainly go with backdrop objects.
@ Konidias
Like MuddyMole said, in my game there are a lot of offscreen events and NPCs doint their thing. If one NPC need to walk from point A to B and its completely offscreen, I am not sure how I should do it at the moment. with backdrops, I can make them an obstacle and have collisions. without I have to rely on the array where the tiles are stored and somehow make a custom array based movement.
Okay then. Now tell me how you're going to randomly generate backdrops. Because you can't create them at runtime and they aren't meant to be objects that you can modify and work with at runtime.
Of course you can create them at runtime. You just store all the tile images as animation frames in an active object, and then use the "add to backdrop" action to create backdrop objects (and if you need to remove them at runtime, there's an action to "delete created backdrops at..." too).
Ah for some reason I was only thinking there was a paste to backdrop option