Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / Creating a basic platformer in AGK (C++)?

Author
Message
PaulTR
11
Years of Service
User Offline
Joined: 25th Oct 2012
Location: Fresno, CA
Posted: 15th Jan 2013 20:41
Hello!

I'm playing around with the idea of trying a platformer, but I'm really not sure how to begin with the level creation. I've read a couple articles, and I get that I will need to have a 2D array with values for the type of tile, probably another for any physics related to the tile, and that the amount of tiles that should be displayed is based on screen size/tile size. I'm also assuming each tile should be represented by its own object. What I'm not sure about is if the tiles should all be generated at the beginning of the level, or if they're created and destroyed as the character moves around. So far I've only made single screen games without a lot of world movement, so this is a completely new concept for me Thanks!
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 15th Jan 2013 22:31
My recomendation is that you start simpel.

Make your level by creating the tiles and place them in the begining.

Now when you have an working sample to start to optimize and test various options for how to draw the tile map at runtime.

Cheers.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 17th Jan 2013 18:38
A method I use when dealing with tile based graphics is to use individual sprites for each tile, and one image that contains all the possible tiles on it. Then you can place down the amount of sprites needed just to cover the screen, and change the sprite frames as you scroll about. This limits your animation possibilities a little, but generally is a good method to get huge maps and not use too much memory.

7RS
11
Years of Service
User Offline
Joined: 10th May 2012
Location:
Posted: 21st Jan 2013 06:56
We have based our games using "Tiled" a free and nice tile map editor. We made a parser to read the map files, you can found a parser here in the forum i remember someone wrote it, our is a bit different because we use our own version of Tiled. If you understand how Tiled work it will be easy to start make your own game.

http://www.7ravenstudios.com
https://www.facebook.com/pages/7-Raven-Studios/102567824318?ref=hl
https://www.facebook.com/groups/391126020940838/

Login to post a reply

Server time is: 2024-05-04 01:49:17
Your offset time is: 2024-05-04 01:49:17