Best way to create mazes
JarrenH
Member Posts: 206
Ok, I have an odd question, and it's more asking for opinions. My game will require a maze type set up with a 16x12 grid of squares. I have 4 images that could make up these squares, so that I can have sides, corners, ends, and T-joints. Like this image:
So these 4 types will be scattered throughout each level (Game will have over 50 levels), in a predetermined arrangement. Now here's the question, in order to lay these out well, do I:
A. Quickly lay them out in photoshop (Takes less than 5 minutes for each level), and then overlay transparent actors on the image in GameSalad (So that it can collide with another actor)
B. Lay them out in GameSalad (Takes more than 5 minutes, have to lay out actor, assign image, move into position, and rotate to right orientation)
C. Do a crazy table algorithm for each level, that figures out how to spawn the actors with the right rotation and image. (14 possible configurations)
I want to cut B out, only because it's way too tedious for me. I would like to do A, but it might be costly in terms of image size. C would be pretty sweet, but I'm not sure how to do that.
Any solution would probably work, and I'm sure different people have different opinions. So all I'm asking for is opinions.
Thanks,
Jarren
So these 4 types will be scattered throughout each level (Game will have over 50 levels), in a predetermined arrangement. Now here's the question, in order to lay these out well, do I:
A. Quickly lay them out in photoshop (Takes less than 5 minutes for each level), and then overlay transparent actors on the image in GameSalad (So that it can collide with another actor)
B. Lay them out in GameSalad (Takes more than 5 minutes, have to lay out actor, assign image, move into position, and rotate to right orientation)
C. Do a crazy table algorithm for each level, that figures out how to spawn the actors with the right rotation and image. (14 possible configurations)
I want to cut B out, only because it's way too tedious for me. I would like to do A, but it might be costly in terms of image size. C would be pretty sweet, but I'm not sure how to do that.
Any solution would probably work, and I'm sure different people have different opinions. So all I'm asking for is opinions.
Thanks,
Jarren
Comments
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Just set up 17 6x6 tables using 0s and 1s and set up 36 actors that change their image, or a spawner.
Shouldn't be to complicated, and then you just edit the tables to make new levels. B-)
- Thomas
I think 100 tables would be more realistic..
- Thomas
One little issue I leave you all with (Wee past my bed time :P)
When I use plain old actors with colors assigned, they are lined up just fine.
But as soon as I assign an image to an actor, I get these terrible spaces between actors!
I know its not a problem with my image file, because I made another 64X64 image and filled it with black in photoshop. Lines show up in the same places... Help?
- Thomas
- Thomas