backgrounds wider than 1000 pixels please

moronicamoronica Member Posts: 11
edited November -1 in Working with GS (Mac)
Hello,

I'm working on a scrolling shooter (here's a video clip made from a flash movie I used to do an earlier level test): http://moronica.net/level1_test.mpg

There is a static background of the sky, and on top of that there are three scrolling paralax layers:

• the black silhouette of the buildings, etc.
• the sidewalk, fences and buildings layer (about 6800 pixels).
• a layer with the telephone poles, benches and phone booths.

the main character will move in front of the buildings but behind the benches & poles, etc.

I was hoping to be able to import each of these layers as single pieces but was told that your maximum width for backgrounds is 1000 pixels - is that true?

if so, cutting up each layer into 8 pieces and trying to track and manage how they all fit side by side and move end to end is going to make the whole project much harder to develop.

Is there a reason for this limitation?

It would also be very helpful to be able to show and hide the "pasteboard" so you could expand the view and see what's offscreen...

I tried to line up the 2nd piece of just the middle background layer and tried entering in different numbers into the x position field to try and tweak it into position and it was either overlapping the art that I already had or wouldn't show up at all... completely disappeared

mark o'hara

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Hi Mark

    Yes there is a reason for the limitation, the iphone hardware only supports 1024 x 1024. Therefore, you will need to cut up your images and piece them together, aslong as its moved to the correct position it shouldnt be too much of a problem, just give it the same rules as the other ones
  • moronicamoronica Member Posts: 11
    yeah I did that and it was very difficult to line up piece #2 of the middle layer background. you can't view and hide the "pasteboard" like in flash so you can't see what's offscreen...

    I tried adjusting the placement of piece 2 by using the x position field and it didn't seem to work properly. I would increase the x position by 10 pixels and it was on top of piece one then at a certain point just disappeared...

    there's got to be an easier way...
  • JGary321JGary321 Member Posts: 1,246
    Unfortunately not my friend. Like I said in the other thread you posted about this, 1024 is the HARDWARE maximum the apple has for the iPhone. This is strictly a hardware limitation & will not be overcome by any software means.
  • moronicamoronica Member Posts: 11
    to bad that GS can't just figure out how to cut up the pieces when compiling so users don't have to figure out how to chop everything up, line it all up and program each piece...

    that's kind of a nightmare -

    I did another test and tried to inch the 2nd piece into place using the numeric position x field in the scene view and one minute it's overlapping piece #1 and with only a 10 pixel adjustment to the right it completely disappeared...
  • JGary321JGary321 Member Posts: 1,246
    Hey man one of the issues is your scene size. Do this...

    At the top you should see 2 tabs. GAME | SCENE

    Click Scene. At the top you have LAYERS | ATTRIBUTES

    Click Attributes. Click size. Expand Width to whatever you need. Now you can see the whole scene.
  • moronicamoronica Member Posts: 11
    thanks!

    I tried cutting the pieces into 512px chunks and got the first two to line up perfectly but the third one either overlaps the 2nd one or disappears...

    not sure if the position indicator is based on the registration point being in the middle of the object - seems so and it would be so much easier to have it reading from top left corner...

    Will try your tip -
  • JGary321JGary321 Member Posts: 1,246
    It reads from dead center. Here is an easier way to chart placing your 'tiles'

    If each is 512 You need to set the X @:

    Tile 1: 256
    Tile 2: 768
    Tile 3: 1280
    Tile4: Just keep adding 512 to each additional.

    Just put the actors in the scene, & then manually edit the actor instance. It has to already be in the scene or you can't actually edit the X/Y.

    Also, there is a bug or something that causes items to shift by one pixel to the left. I'm not sure what the cause is, it may be something specific to my scene, who knows. But if you find you are off by a pixel then this is the reason.

    Hope this helps.
  • moronicamoronica Member Posts: 11
    thanks so much J....

    I actually got all 13 middle background layer tiles to scroll - VERY gratifying!

    now I got to figure out how to duplicate them all twice, reduce their size , flip the entire row around backwards and make them black for the layer below - it's a trick i figured out in flash to make it seem like there's another street behind the main one...part of the parallax effect...
  • moronicamoronica Member Posts: 11
    i posted the file on my page - for some weird reason when you scroll back and forth sometimes a tile will just not be there...

    there is also some minor tearing between tiles - small gaps even though they are not present while authoring...
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    in my Z is for zombie game I have a 320x2900 background image. I split that into 320x1000 pieces so I have a 25 pixel overlap on each side. It made those small tearing issues go away.
  • moronicamoronica Member Posts: 11
    that's a great tip! thanks...
  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    Ha ha - that clip looks awesome!
    Can't wait to see more. Lots of buildings scrolling by. I bet your art assets are taking several MBs.
    Great stuff!
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