Best way of tiling a side-scrolling scene?

SnippySnippy Member Posts: 19
edited November -1 in Working with GS (Mac)
Hello,

I ran into the following problem: my scene is approx. double the width of the iphone screen but GS tells me that my graphics are too big (going for iphone 4 resolution) So I was thinking about splitting the graphics and creating 2 actors. What is the best way to do so?

Thinking about performance, I might run into problems if I have over 50 levels with tiled background images of this size.. Is there an optimized way of doing so?

Please note I only use 1 actor with lots of instances (performance reason) for background scene images (menu and levels).

I would be very thankful for any help or advice :)

Snippy

Comments

  • UtopianGamesUtopianGames Member Posts: 5,692
    Yeah the max image is 1024x1024 i think so we did the following, make an actor 480x360 (drag your 960x640 image into it) then resize to 480x320 (for some reason GS doesn't auto shrink the actor for you).

    Then click on the background actor (if your scene is twice as big you need to change the size of actor to 960) then click on graphics in the actor attributes then you will see Horizontal Wrap...select tile and it will tile it for you.

    If you require 4 5 or 6 different background images to make up your scene you will have to make your scene then drag them in one by one.

    Darren.
  • SnippySnippy Member Posts: 19
    Thank you,

    1024x1024 does indeed seem to be the max.

    What if I want to use 2 960x640 images, one beside the other, to incorporate the level background plus static game elements (platforms, etc) so I could insert these elements into the image and just put invisible collidable actors ontop ?

    What would be the performance hit of 100 (50 levels times 2 images per scene) 960x640 images?

    Will the game still be playable ?

    Snippy
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