Platform Game Design

insertcodeinsertcode Member Posts: 8
edited November -1 in Working with GS (Mac)
Hey all,

I'm thinking about creating a side scrolling platform game for the iPad (landscape). I've had a look at the 'Platformer Template' within GS and I have a question.

The level itself obviously has to be wider than the device screen, so for level design do I have to create an artwork which is say 6 x wider than the iPad screen resolution to fit the entire level in?

So if it's 6x wider (as in this example) my artwork for the level would be 6 x 1072 = 6432 pixels wide?

Cheers

Comments

  • old_kipperold_kipper Member Posts: 1,420
    no. you make the art in pieces and build up the scene. Also it would be 1024, not 1072 for ipad. Making everything in small blocks saves loads of memory and you can reuse pieces.

    hope that helps

    kipper
  • kapserkapser Member Posts: 458
    6432 size pic would take lot of memory and GS won't allow it. As old_kipper said break the background in pieces.

    Honestly drawing your background including collision images like in the example is a pretty bad way. The bricks platforms(collision) should be the image of your actor, as well as windows (sceneries). The wall(background) would be the image that you copy paste multiple time.
  • insertcodeinsertcode Member Posts: 8
    Sorry for the delay guys and thanks for your input - it's much appreciated.

    So, say for example I create a level layout of 6 scenes that are each 1024x768 to represent the iPad screen and I want to scroll through the scenes as the character moves across the screen, how exactly is this done?
  • svnsvn Member Posts: 445
    First, make sure that (under the Scene tab) your scene is scrollable. Then, enlarge the size of the scene beyond the size of the iPad display. Next, place a Control Camera behavior in your Player 1 actor. Then, back in the Scene window, make sure that the size of the camera is focused around the PLayer 1. When you preview the game, the camera should scroll with your character.
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