Level design

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Fly Bound
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  • Hi guys, just a small question...I like to make an R-Type space game...

    Each level consists in a scrolling world... if it's a long level, is it right to create a very looooong layout size ????

    And in that one I put my different background details sprites.... is it like this how u make a longer level design ???

    thanks

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  • Creating one 'BIG' image will not help you in correct way. You should find a way to divide graphical elements in small pieces. First of all make a search about "tiled elements" and how people manage it.

    Don't think if you make a rectangular design with small height value will make things better. If you create 3000px X 480px image, gpu's will accept it as 4096px X 4096px image.

    So in this case you should consider divide parts in to small pieces and use sprite creation and destroy stuff according to your visible scene.

  • Hi Thanks, I have made several small peaces of sprites, and that is ok ...what I need to know...for the lenght of the level...should I set the layout to the same lenght as the level ????

    thanks

  • Thats what I do in my game, layout size 2000,500 at the moment. Now whether that is a good idea or not don't look at me, as I'm a newb myself, and this is my first game...

  • Another way could be to just make a background image the size of you view. (1680,1050) if that's you size.

    Then at the right size just outside the screen (Assuming the player fly left), you add some spawners, which will spawn different things that fly from right to left. Could be meteors, stars, planets etc. Giving them different speed, and different layers to create depth. Then you can create the illusion that the player is flying through space, but are really just moving on a single screen, that way you can make the game level last as long as you like.

    To make the stars, you add a black background (could make it with some stars on it), then you make a star layer and a spawner, that spawns stars that fly at different speed, think that would work fine.

  • I think it also depends for which format you create the game. If for desktop you can make the level sizes much bigger then when you create for mobile. Just make sure that once you fly pass certain objects, you let them destroy by the system so eventually when you progress through your level, you also clearing memory space. That's how I do it, there are many way to tackle this problem.

  • hi guys...to be clear :

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    as u can see...there are several tiled sprite backgrounds...but nothing spawned randomly...but the designer has set precisely all diffrent parts how he wanted as design... this level is super long....so how should i design it in construct ?... do u understand what I mean ?

    thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • mariogamer

    nimos100 has the right idea. I'm writing a shooter and doing it exactly as he mentioned. I keep ONE frame for ALL my levels and change my levels with global variables, this way I can use the code to tell it how to progress the level instead of setting up sprites all over the board.

    I'm writing each enemy it's own routines, and when in the level code I tell it to turn a switch on to activate whichever enemy, and give it the speed and other variables necessary, and have it spawn outside the frame on the right side of the screen (or top or bottom or left however you do it or however the enemies attack). Once it's in frame, I tell the enemy sprite to switch it's "on screen" variable (call it what you like) to let it know it's on the screen, so when it flies off the other end it can be destroyed (if the player didn't destroy it while it was in the play field).

    The point is the play field stays still, and the SPRITES move to give the illusion of "flying through space". That video you posted was for a platformer game, which is COMPLETELY different because everything DOES need to be in the proper place for world exploration. But space games are different in that they are much easier to set up.

    If you're going to have your level planned out, do so on paper, and use the event editor to tell it at what TIME the things should spawn. Use a global variable that counts the timer up. I suggest 2 to 4 minutes per area, and spread your enemies out through there (at 10, spawn this many of this enemy) etc. After the total area (say level 1-1) is over, reset the timer, switch the area/level to the next one on the list, repeat the process but now for 1-2, changing the times and enemies and what not. You can also use timers in this way to spawn on a higher layer maybe a sprite of the inside of a ship that you end up flying through, so it's not just for spawning enemies, you see.

    Don't think too hard about it or you will burn yourself out. If you need help, just PM me and I'll do what I can.

  • Hi thanks for the answer...but in case I like to do exactly what u can see in the video...how would u start for level designing ?

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