']Do not move map, move player only. This way problem of moving all map tiles transforms to problem of displaying map correctly. Effectively it is moving only visible tiles. So, first, determine which tiles will be visible (in form xMin-xMax, yMin-yMax for example) and, second, draw these tiles with displacement of reverse player position (tile with world coordinates xTile, yTile draw at position xTile-xPlayer, yTile-yPlayer).
Interesting.. are you saying like I should draw the player to center of the screen, BUT keep track of the X and Y coords (as in move player +5 X but keep drawing him in the center, and then draw mapX - playerX) and draw the map?
Will definitely try this tomorrow and post back how it goes..
I think that's basically how they do it. I think you only show and move what's visible from a map array. The best way to do this kind of thing in my book is start with some 32X32 tiles and experiment with it. First move one, then a couple, then a section of a map. They're not going to fall apart if you move them each the same amount, but you have to decide when to add sections from the map and delete sections that are no longer visible.
You can probably also find tutorials or even engines that do that kind of thing, but it's sometimes more interesting to come up with your own ideas and implement them.
That is true, and for me, it is always much more interesting to come up and think by yourself rather than using something created by someone else (even though I know most of the programmers don't wanna re-invent the wheel, I always want to re-invent it to learn before I use something already finished).