giant backgrounds.

starcatstarcat Member Posts: 107
edited November -1 in Working with GS (Mac)
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

Comments

  • SAZ_1SAZ_1 Member Posts: 397
    well your back ground (not the image) can be as large as you want, within reason that is, so lets say you want it to double...then change the attribute under scene attributes of size and width to whatever you want.. it is normally 480x320...so double is 960x640, so on so forth.

    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!!!
  • starcatstarcat Member Posts: 107
    so theres just no way to make a long level.. it has to be super short? i mean in an exploring game its just going to seem weird going from room room instead of exploring one big room right?
  • starcatstarcat Member Posts: 107
    to clarify, im using an Ipad, not iphone, and when i said "background" i ment the actual level image.
  • giacomopoppigiacomopoppi Member, PRO Posts: 914
    @starcat to sum up what SAZ_1 said:
    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
  • starcatstarcat Member Posts: 107
    ok, i guess i just dont understand how to lay them against each other, its off camera for me
  • starcatstarcat Member Posts: 107
    any ideas?
  • giacomopoppigiacomopoppi Member, PRO Posts: 914
    Ok, so you have managed to split up the image, right?
    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
  • old_kipperold_kipper Member Posts: 1,420
    The biggest any image can be in any dimension before GS resizes it 1024. Your levels are bigger? This is no problem. You open the scene attributes, find the size attribute and type in the x and y size you want. You then have to use pieces of art to build the scene like brick in a wall. These don't have to touch so your layout can be whatever shape you want. Having a strip of wall that you can use lots of times in useful and you can lay it out as you want. Doors, boomerang launchers... anything. If the object is not going to move- go into its actor properties and set it to non moveable and non rotatable, otherwise when you apply gravity it will drop out of the scene, and if something hits it, it would possibly rotate.

    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...
  • starcatstarcat Member Posts: 107
    i guess im more of a Visual person so i have to see it to get it. im going to Try what you are saying with this map

    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?
  • starcatstarcat Member Posts: 107
    starcat said:
    i guess im more of a Visual person so i have to see it to get it. im going to Try what you are saying with this map

    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? and using your method i can build levels like the map above correct? if so then perfect :)

  • giacomopoppigiacomopoppi Member, PRO Posts: 914
    Yes, by splitting the image you can create levels like the one you posted. The quality of the image won't get ruined if you maintain the 72dpi rule as old_kipper said in the post above.

    Giacomo
  • starcatstarcat Member Posts: 107
    thanks. that gives me a lot of hope :)
  • JamieOneilJamieOneil Member Posts: 877
    You do not need to resize the image.
    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
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