The tilemap is just a FlxTilemapExt. Nothing fancy there.
I could grab tiles nearby entities. What I wonder is how the stamp would work. Not sure if there's a way to get the sprite of any given tilemap ? Plus, as you correctly pointed out, I'm afraid that the stamping would go outside the boundaries of said tiles. And yes, this is the purpose of the rectangles, to mask the stamps.
I might place all those rectangles manually, but sounds like a brute forced solution. I was wondering how other people might solve this, but sounds like isn't a easy task. Many thanks @jcox171 for your replies so far :)
Basically, what I did, was to extend 100 tiles the UpdateColumns() and UpdateRows() on FlxTilemap, also, changed the onScreen() to always return true. This could cause performance issues, but it is only used on small maps, for versus mode, so... is OK in this case.
In case it helps anyone, what I did was replacing my HaxeFlixel files, for @Nallebeorn ones: FlxBasePreloader.hx and FlxPreloader.hx, then on your project.XML file make sure you got: <app preloader="flixel.system.FlxPreloader" />
I use 4.0.1 version. If not mistaken, the next release will include this by default. I thought I might share in case someone else finds it useful.
In other related news, we've been working on day and night to try to get a build as polished as possible to go over big platforms, such as Steam. Idea is to gather player feedback, mostly, for the multiplayer aspect. Campaign content while is being worked on, it will be behind doors.
Game is now free to play for a bit, so people can get a taste of what's coming, specially for the campaign. Mind you: is still WIP, but we working on that.
Not much else to say, because as the game grew in size, grew also team-wise. That's good, but there's always something to do, or something to manage, 24/7. That's game dev for you. I just thought I can pop out from the shadows and post some progress :D
Ok, back I go to finish this game out. Thanks for checking this out!
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