On Jan 23, 2007, at 21:43 UTC, Arnaud Nicolet wrote:

> I always wondered if it's possible, with RB, to create a game such as
> Super Mario Bros (the original one).

Sure.

> I tried with the SpriteSurface but it's amazingly slow (I have to add
> sprites around the squares in order to get correct collisions).

No you don't, and no it's not, if you use it properly.  :)  I
demonstrated a simple platform game years ago, and the performance was
just fine; computers have gotten substantially faster since then.  Of
course, screens have gotten a lot bigger too...

Let's see, it's still available, though the code is years old now and
may need some updating:  <http://www.strout.net/info/coding/rb/> 
(Scroll down to "Platform Demo".)

You're correct that you don't want to add a sprite for every map tile. 
Instead, you should draw the tiles yourself in the PaintTile event, and
compute collisions with them using math, not the SpriteSurface.  (You'd
still use the SpriteSurface to detect collisions with monsters,
fireballs, etc.)

Also, join the realbasic-games list, where the discussion is all about
creating games with RB.

> What is the recommended way, if available?

Well, SpriteSurface can do the job, but these days, I'd probably use an
Rb3DSpace instead.  This is what I did in Armageddon, which is a very
different sort of game (Missile Command clone), but still demonstrates
the technique of making a 2D game with hardware-accelerated graphics
via the RB3dSpace control.

Best,
- Joe

--
Joe Strout -- [EMAIL PROTECTED]
Verified Express, LLC     "Making the Internet a Better Place"
http://www.verex.com/

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