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
currently the game is scaled to an (effective) 32x32 tile size. my tiles are only 16x16 to save space, but as you can see in the other screenshots in this thread, the game will probably not be very pleasant to play with tiles that small. also, the less tiles i can use for a given map, the better.
so, my plan is to draw a small version of the room in the top left quadrant of the screen, then scale it up to full size. the only real issue here is that the screen height of 240 isn't actually divisible by 32, meaning that half a tile will be cut off at the bottom. i think i'll probably just have to cope with that tho

