| Re: Manage tons of enemies theoretically|
Perhaps I confused you, I try to ask other way
I think the main concern is the limited resources of drawing that lots of enemies. We can deal with the offscreen ones (process only the visible and "almost" visible enemies or making groups and handle them as one). The player moves left chased by 8 monsters, and 4 more enemies awaits him/her. There are no 8+4 sprites to display them, no more rastertime to render on bitmap, not enough rastertime to scroll the gamearea when so much monsters have to draw, etc.
So, the question is: what kind of solutions are possible to avoid this situation? Or, do we need to avoid it, let the game slow down to draw all the monsters??
I'd prefer limiting the number of visible monsters somehow.