1. How does use of tiles affect memory useage in the engine? Is a playing area composed of tiles more memory-efficient than a painted map the same size? Do tiles get tokenized internally? Is the map unpacked to a full-size raster when being played, or is it only the visible portion, with the rest expanded dynamically as the player moves?
The important part of this question is whether using tiles to construct a map is more of a time-saver at creation time, or whether it saves memory to use repetitive tile images when the game is being played.
2. Can the game react to a "key up" event? If the player is in motion (with the mouse held down), it does seem to react to "key down", in that an event triggered by a key can occur while the player moves - but only once, because the game doesn't seem to read that the key has been released; if it is pressed a second time without releasing the mouse button, no event occurs. Reacting to key up would be nice, but if that's not possible, it would at least be good to clear the key-down strobe after it's read. Old-school programmers from the Apple // days should remember this: BIT $C010 if I'm not mistaken. Clear the keyboard strobe after reading it, always. Can this be done?
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