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Thread: Active Objects or Active Pictures?

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    Active Objects or Active Pictures?

    I'm developing a tile based game at the moment.
    I was just wondering, what will run faster; a massive area full of Active Objects or Active Pictures? The tiles will be non-animated.

    So basically the question is, which of Active Objects or Active Pictures use the most processing power?

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    Re: Active Objects or Active Pictures?

    Backdrops?

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    Re: Active Objects or Active Pictures?

    Backdrops wont work because each tile needs to have its own individual properties. The game will need to detect when objects are overlapping certain tiles.

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    Re: Active Objects or Active Pictures?

    active objects then

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    Re: Active Objects or Active Pictures?

    you're sure?

    Additional Question:
    If I used Active Objects, what would be faster out of using many different objects for the various different tiles OR using a single object that had the different tiles stored on its directions?

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    Re: Active Objects or Active Pictures?

    Since I don't really know what you're trying to achieve I can't really tell, but you should consider some other options (they will need you to design an app to create your maps).

    You could either use backdrops or an overlay (you'll have to paste your tiles into it), and use easy grid (or maths) with an array or any storing extension to get your properties.

    Most of the time designing a level creator is well worth it. But this is of course specific to your needs.

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    Re: Active Objects or Active Pictures?

    I think using a single tile with different directions would be faster, or at least less taxing cpu use.
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Re: Active Objects or Active Pictures?

    I came up with a better idea which was to create a grid of the same object (which is invisible), then generate tiles on top of these objects according to their value.
    The generated tiles are then added to the background and destroyed.

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    Re: Active Objects or Active Pictures?

    Sounds good
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    Re: Active Objects or Active Pictures?

    I'd assume that one active with different direction would be the least taxing, as every active object has it's own set of alterable values and animations and such. There'd be less objects for testing collisions and events.

    However, this is just what I think. I'm not sure of the inner working of MMF. Maybe it only allocates what values and animations it requires for the object...

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