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🔀 - 07 - Tilemap Mayhem Blog
7th June 2025
The new Tilemap Command set has now been uploaded to JSE.

-=-=-

It's a rather hefty amount of commands, so much so that I'm just going to direct you over to the SoCoder post, where there's more than enough of an explanation of everything.

Tilesets for drawing primitives of tiles onto the tilemap, as well as a maze generator, and a handy search function, should make for oodles more game possibilities.
The Seek methodology is pretty much a standard method that I've used in my games for doing AI and other stuff, but JSE's always been too slow to do it "In Basic", so it's nice that I now have a single command that can essentially do a whole host of handy things, based on what tiles are on the grid.

With everything working in up to 5 layers (0 to 4), you can even do things like keeping a specific tilemap with "solid or not" objects on it, which you never actually draw to the screen, but that you can use the Seek functionality with to check collisions and such.

Things like that really do make for a powerful tilemap setup.
It's a real shame that I can't figure out ways to actually give you a proper tilemap editor, but I think with this new command set, and the speed at which those work compared to how it'd be doing it all manually, inside JSE.... Tilemap Proc-Gen stuff really should be quite an improvement, I reckon.


...
And so ends about 4 days worth of fairly solid coding.. .. But with a break yesterday because Switch 2 happened.
That's been one heck of a week, I can tell you.

I still haven't added Dungeons to the new generator. But I'm having a rest before I tackle that.

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