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☀️- 11 - No Game Making Blog
11th May 2025
Had a lovely day with friends yesterday.

-=-=-

Back in the early 80s we lived on a small Terraced street in Bolton. When I was 7, the council decided the old Terrace was looking a little worse for ware, so the families were offered a fair price, and the street was demolished to make way for a newer estate. All the families then spread out over the wider Bolton area, but a few of our families have managed to stay in touch ever since.

Yesterday, we had a visit from one of these couples. They were dropping off grandchildren at a nearby party, and then headed up to see us.
We spent the day chit-chatting, reminiscing, taking about how we're all falling to pieces, and generally enjoyed some nice quality time together.

.. Which is to say, no sitting in the corner writing a game!!
Today will be about trying to do that.

Meanwhile...



Friday Night's sleep was horribly disturbed, as I kept waking up thinking about ways to optimise JSE's Tilemap functionality.
What if, instead of doing all the maths and aligning tiles myself, I switched to.. Not scale and align all the tiles myself, and instead use Canvas's transform stuff to do it.

So, that's what I did, and in small chunks of time that I had to myself yesterday, I implemented a couple of those tweaks.

The reason I originally coded it all myself was so that I could ensure that I'm only drawing and scaling the maths for tiles that would be roughly in the area within the confines of the screen.
But I've learned a lot, and with all the optimising I've been doing of late, I've also learned to put my faith in Javascript knowing how best to do things.
I had faith. This would work.

So, with all the work I managed to do, yesterday, here's the result.

Pros


1. The tilemap is much cleaner looking
2. You can no longer see the joins
3. Scaling and Rotating in now possible in ways it never used to be able to do

Hurray!

Cons


1. Because I'm letting Javascript do the maths, I can no longer tell which tiles should or shouldn't be onscreen. This means it's drawing WAY more tiles than it used to, which results in the single "DrawTilemap" command running about half the speed it used to.

2. Again, because I'm not doing the maths myself, I'm no longer sure what tile is under what co-ordinate, so the bog-standard tilemap stuff isn't even workable.

3. In order to figure any of those things out, I'd still have to end up doing all the maths myself, which would slow things down even more. Because now everything's having to be done twice.

At which point, a large Ctrl-Z session was had.

I think I'll probably have another go at that some other time.
It does feel like there should be an obvious solution to all of this, but. .. *shrugs*

A.I. Corner


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Sound Imported : Deconstructed Greenery
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"Cartoon Derek has invited some guests around to the house, dinner party, lounge" by DrawThings / Flux

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