Talk:Tile engine

Latest comment: 10 years ago by 78.41.240.74 in topic Wasn't all 8-bit/16-bit games tile based?

I have done some preformatted blocks to improve readibility. But I do not feel the choice of language (ActionScript) to be the greatest choice. Would a more ideal english psuedocode be preferable? My personal bias is based on a lack of experience with ActionScript.

jptdrake 23:45, 8 October 2006 (UTC)Reply

Yeah - I code C, Java and Assembly and I have no idea what actionscript is. Is it the scripting language for macromedia flash?! I think that whichever language is used, though, the coding example used here should be avoided. A simple annotated image of a tile-engine game would speak the thousand words that you're trying to convey. A tutorial on how to create and implement a tile-engine should be reserved for an online tutorial, not wikipedia. I've thus deleted the actionscript implementation for the interim.

128.86.144.81 00:32, 22 March 2007 (UTC)Reply

I'll agree with you. I chose the actionscript example mostly because of how rudimentary the language is, in my mind at the time almost like pseudocode. Good call on removing it, people can google their own tutorials :) --Decept404 05:09, 31 August 2007 (UTC)Reply

Wasn't all 8-bit/16-bit games tile based? edit

Seems strange to single out Mega Man, Zelda and Shining Force when *every* console game of these generations used tile based backgrounds? 78.41.240.74 (talk) 11:16, 11 September 2013 (UTC)Reply