'long' scene (wide platform) not possible?
![Lykke](http://forums.gamesalad.com/applications/dashboard/design/images/defaulticon.png)
I'm working on an iPhone platform adventure game, were the little guy has to walk through some wide levels (landscape).
I can use a bg picture with the width of 1075 and height 674 and make him walk forth and back and jump up and down, without problems in that large area. The screen automatically follows the player.
I want a much larger/wider scene though, where he has to walk continuously, until reaching the 'final' of that level - without loading to new scenes.
I tried to set the width to 8000 but that doesn't chance anything. If I try and place a larger picture in the creator, I'm told it's too large for GS.
Are there a max kb size for picture uploads?
Are there a max page width?
The picture is 800kb
Any suggestions?
Thanks
I can use a bg picture with the width of 1075 and height 674 and make him walk forth and back and jump up and down, without problems in that large area. The screen automatically follows the player.
I want a much larger/wider scene though, where he has to walk continuously, until reaching the 'final' of that level - without loading to new scenes.
I tried to set the width to 8000 but that doesn't chance anything. If I try and place a larger picture in the creator, I'm told it's too large for GS.
Are there a max kb size for picture uploads?
Are there a max page width?
The picture is 800kb
Any suggestions?
![:) :)](http://forums.gamesalad.com/plugins/emojiextender/emoji/twitter/smile.png)
Thanks
Comments
you can tile which is under the graphics attributes, or split the bigger images up to smaller pieces to use them
changing the scene size width and height will change the scene size, and putting the control camera behavior in your player actor will allow the camera to follow him
I did put the control camera on the player already, and yes, the camera is following him on the scene I have now. But I just can't make that scene to last longer than the 1024 wide.
the 1024 by 1024 is just for images, meaning if you have a picture thats 2048x2048 you have to split into two images that are 1024x1024 and place them next to each other
also for a large scene if theres a backgroudn you want to cover the whole scene wherver you go, you dont need to make a huge images or put a bunch next to each oterh
you would just need one 480x320 image or whatver and put it on its own layer and uncheck scrollable. and it wil always be there no matter where the camera is
I have image bg 1 placed in the first scene. I can't place anything next to that, because the 'platform' or scene is not wide enough. So, how do I set it to be wide enough for me to place a new bg next to it?
Do I need to make a new scene for each ?
Sorry, if I sound 'blonde' but I started this 2 days ago and searched the forums for answers first, but didn't find any ^^
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click on scene then click on the attributes section
expand the size part and that's where you can adjust the gameplay area.
I'm working on a level that is 780x1200 right now
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The Unofficial GameSalad Textbook might be useful to you. It has lots of useful information for beginners, so that many big issues can be avoided.
Example... eight 1024x1024 images will crush performance.
BOT uses five 1024x1024 images per scene and that's really pushing it. Without the optimization tricks that experienced GameSalad developers know, such a large game will crawl.
Imagine a shooting scene with a running bg. That is also long, right? I don't mind if I have to cut the scenes into smaller pictures, as long as the little guy can run from one end to the other without having to load into a new scene every 1024px ... but perhaps that's not possible at all (after how I read you, but my English is not very well, sorry
So - the best way I can do this is to have each bg as a new scene, and then 'live' with the loadings inbetween?
What do you do when you make a shooting game with a spaceship that continues? You make sure the bg is the same or??
Sorry, just trying to find other possibilities - because I don't want a game that crashes or not work optimized. But it is somehow a party pooper regarding the ideas I have for the game ^^
Thanks
There is another method that I have in mind for creating an incredibly large scene, but that's a secret.
edit: be aware that it removes transparency however
+1↓
A different approach and probably used in the shooting type games is the Basic Shoot em Up and Alien Conconquers, both templates are there for you also.
Lastly, you can use the search box in that area for things like 'parallax'. I think there are hundreds of other templates this great community has posted for anyone to use.
Hope that helps.
I did actually use one of the templates to help me out with my game. It is very useful. Unfortunately the scene is not as large as the one I wish for. I didn't look through them all, tbh - but I will go on a search-trip tonight and see if there's any goodies to grab
For example you can use a small image and then specify the actor size as much bigger (if the color pattern is conducive .. ie it doesn't look stretched) and/or use a basic background tiled or not scrollable and then use and reuse certain actors throughout the game ... ie: like a tree or clouds .. they would move out of camera on one side and then move back to come on camera again the other side.
lol I feel so noobish (I am)
All BG pictures are in place - and it looks great
Thanks for all the help
Lykke
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As mentioned before, eight large images is a danger. The game will likely load slowly, unless you use the change attribute - self.image trick. Also, the game might lag or crash... unless you're just building a Mac App Store game. If you're targeting the iPhone or iPad, you might want to test your app on an iOS device before proceeding with development.
Also, watch the seams. On iOS devices you might see a line in-between the actors.
*assuming u have multiple actors per platform
A lame way of avoiding this problem is by changing the background color of the scene. If the background is mostly blue, then making the scene background blue can help disguise seams.
True, I havent tested it on an ipone yet (can I?)
But in the web version it looks great - and since I started doing this Saturday afternoon, I am pretty proud of what I accomplished already with my lack of skills haha
I look forward to learn and be better.
If it isn't a challenge to make, will it then feel as rewarding?
I have to say it works quite fine in the web viewer (in the creator).
Will be fun to see it 'properly'.
Thanks
Learning by doing, and sometimes we burn ourselves