the basics of levels and levels that go beyond the view of the screen.
Date: 24 Sep 2012 18:47
Number of posts: 5
RSS: New posts
Yeah, this is an excellent suggestion. I suppose you're talking about something like managing a level that is much bigger than the screen, like with a sidescrolling platformer like Mario or something, right?
yes. that is pretty much it. I wanted to make a simple 2D space game. in this case the viewport/camera would be locked in place over top of the player ship. Then as you move the ship, the camera would move with it. I wanted to make the "map" fairly large I.E. extend beyond the view of the screen.
I would like to second this request. Maybe you can include parallax scrolling. It would also be nice if there were some examples of loading and unloading entities per level. I personally don't have a good grasp of loading all the entities for one level into a general set of variables and then replace them. ie. when and what to unload and etc.
Content loading/unloading would definitely be worth the time for me to write a tutorial about. In probably 80% of the games, that's not really a necessity (you can just load everything at once and only use it when you really need it) but still a good idea. Same with parallax scrolling. Good ideas, thanks!