so far it's hell :)
why do it render like that? how get it to render tilemap normally? how am i going to make the tiles larger without using up all the memory? why does implementing the tilemap cause the inventory menu to crash the program? why is the background yellow now????
i forgot how over my head this entire project is lmao
(the green is normal, it's the transparency stand-in color, there's just too much of it here)
this may not look that different, but there's something else i didn't mention last night: i couldn't load the entire tileset into memory without the game crashing. there were like 300 tiles which was just too much. this morning, i optimized it down to about 230, but that was still too much.
so, i split the tilesets into sets of foreground and background objects. i'll need to render these separately anyways, so having them in separate tilesets isn't the worst idea anyways. now they're both very easily loaded into memory separately and i can draw all the tiles :)
opening the inventory still crashes the game though. not really sure why this happens when implementing the tilemaps since in theory all the memory should be freed once the room is done rendering. there was a bit of time earlier where it wasn't happening but i hadn't gotten the tilemaps working yet so idk

