Image Question

GingerBGamesGingerBGames Member Posts: 390
edited November -1 in Working with GS (Mac)
Hello GS'ers,

Here's my question. I created a whole scene image in Gimp, it's about 1024 x 1024 (this is going to be for the iphone/ipod touch), so when I import the image into GS, it's completely done. All I have to do is add some walls for collision and i'm done. Now, should I do it this way, OR, should I just pull all the actors into GS and put them in the scene one at a time? Any suggestions or maybe just some personal preferences on this? Thanks everyone.

Comments

  • FreiGamesFreiGames Member Posts: 158
    Just use one big image! this way you can get better collisions and its better to have one big image, than 15 small!
  • ARC_GamesARC_Games Member Posts: 78
    yeah, I would agree with FreiGames.... it would seem better to use one large background image that has the walls (and anything else that doesn't move around in your game) drawn on it already. then you could just add non-visible actors for collisions and place them in the scene on top of the areas where the walls, etc. are located in the image. So long as there are no layers in your game, where actors need to be able to move behind any of the items you've drawn onto the background, then it should work.

    any actors that move, though, would need to be drawn as separate images and have their own image files loaded into the GS game project.
  • MotherHooseMotherHoose Member Posts: 2,456
    1 image is way less resource intense!...

    Most times you don't even need to create separate actors for user input.
    Just use the if touch.X = ? ± 10 and touch.Y = ? ± 10
    (I try keep in mind that the screen on our iOS device is calibrated to respond to touch and we don't have to have an overlay of a mouse to have the processor know what we are doing... and where we are at.)

    MH
  • GingerBGamesGingerBGames Member Posts: 390
    Thanks everyone. This is helpful.
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