AMOS TOME Series IV Manual  Index Prev Page Next Page 8

The Collision detection between the player and tiles can be dealt with in many ways to make it more accurate, we'll cover this later in the manual though.

You can find out how many tiles you have in the bank with the command:

Print Length(2)

You can also see what tiles you have available by using

the command:

List Tile

Which will display them all on the screen.

I think that's enough theory for now, let's load in a tile bank and put some of what you've learned into practise.

Go to direct mode and type:

Load "TOME4:Tiles/MazeManTiles.Abk"

Then type:

Curs off : Flash Off : Get Icon Palette : Cls 0

This will get the colour palette from the tiles and clear the screen (after getting rid of that ### text cursor).

Now we'll set the tile size:

Tile Size 16,16

and have a look at the tiles:

List Tile




The Maze Man Tiles

You should now have a screen full of the tiles used in the Maze Man demo game !

Now you have managed to load in the tiles, you can AMOS in the map to go with them. Maps can be stored on disk in two different ways, either as an AMOS bank (with .abk the end of the file name), or more normally as a .MAP file.

The easiest one to use is the AMOS bank format with the .Abk extender. It wastes a little memory on disk, and you need to remember what type of file it is, but it is very easy to load into AMOS. Try the following...

Load "Mazeman_map.abk",6

You have now loaded in the map. The ,6 at the end of the load instruction, tells AMOS to load it into bank 6, which is where the maps normally go.