giant backgrounds.
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ok i KNOW this has been asked 500 times but i still dont get it.
if i am creating a Huge game like metroid or something and i have massive places to go and levels to explore.. i dont get how to do it. when i try to drag a file in to GS it says FILE is too big. resizing.
For example. the first level of super mario brothers is 3384 x 224 how would i do something like that?
and my next question is if im making something big like say a castle.. going up stairs or long hallways, how do i do that.. because theres bound to be long hallways or long stairs going up or down into other areas into towers and what not. i just dont get where the limitations are
if i am creating a Huge game like metroid or something and i have massive places to go and levels to explore.. i dont get how to do it. when i try to drag a file in to GS it says FILE is too big. resizing.
For example. the first level of super mario brothers is 3384 x 224 how would i do something like that?
and my next question is if im making something big like say a castle.. going up stairs or long hallways, how do i do that.. because theres bound to be long hallways or long stairs going up or down into other areas into towers and what not. i just dont get where the limitations are
Comments
Now for your image using the above example, if we were to fit 1 image for our new level size it would need to be 1920x1280(if using res independance), but this cannot be done in Gamesalad you get your error message saying too big blah blah... so one way out of this is to cut your image into 4 pieces hence instead of one big picture you have 4 small ones (each small one being 480x320) ...in simple terms all you have to do is cut your image up to fit the number of iphone screens that fit your level. hope that didn't confuse you more!!!
Cut up the images into smaller ones so that GS won't resize them.
You can use Photoshop's "slice" feature to do this.
So, for example, the first level of super mario brothers could be cut up into 8 images of 423x223, and then imported in GS. Once imported, you assign the 8 images to an actor or more, and just lay them against each other.
Giacomo
Now go to scene - Settings and expand the "size" of your scene the the height and width needed to fit all your image.
Now lay all the images side by side even though they are off the camera. Finally, you can go to your main character, or an invisible actor, drag in the behaviour "Control Camera" so that wherever that actor goes, the camera follows!
Understand?
Giacomo
The art you import (Check out other posts about 'powers of 2'. This is important and also you should make sure that the dimensions are not uneven numbers as it will blur the art and also make sure it all the art is at 72dpi (otherwise when you drop it into the scene it will not be the correct size). When you have imported your art, drag them from the image window to the actor window so they become actors. Then drag the actors from the actor window to the scene and put them to together in a 'jigsaw' to build up the scene background. It is just like lego.
If you still don't understand I suggest you spend sometime watching through the cookbook video and have a look at TSB's site for his other instructional movies.
Good Luck Kipper
Someone above me got there first ... read both our posts as I think it covers most of things you need to know. And look at the cookbook vids...
http://www.castlevaniacrypt.com/games/sotn/images/maps/olroxsquarters.png
This is the type of game i am building, so all of the art is going to be done like this, so i have to figure out how / where to cut it and how to fit it togeather. if i expand the size, wont it ruin the quality of the image?
Giacomo
If you import to GS, let it re-size.
The save it, find the GS file. Show package contents, and then into images and then drag in the image to there and replace the original one, that will stop it re-sizing.
But it will reduce the performance big time! I would split it into smaller images.
JamieOneil