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AppGameKit Classic Chat / AGK - Building Platform Game Maps

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Grooovy!
16
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Joined: 22nd Aug 2008
Location: Delray Beach, FL USA
Posted: 1st Jul 2013 17:41
Hi All,

This is a general question regarding the construction of 2D platform game maps/levels.
Is there a preferred way to go about this?

I have envisaged a couple of ways...

I wrote a maploader unit in AppGameKit (sorry for using the word unit... Delphi parlance hard to shake!). It loads sprite images and determines their position, size, physics attributes, etc from a text file and places them on the screen.

So, I could:

A) Load discrete images into the scene and position them to make a level, or
B) Load a background image, with the platforms pre-drawn, then create invisible sprites as platforms and place them on the pre-drawn platforms, like so:





Is there better/alternative/preferred ways of creating platform levels?

Thanks in advance!

xGEKKOx
AGK Master
15
Years of Service
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Joined: 7th Dec 2008
Location: Italy
Posted: 1st Jul 2013 18:19
The method i use is:
- I use Tiled software to design maps
- I export the Json of the map
- I read the small png tile with agk
- I read the Json and display sprites in a grid

After this, based on which piece the character touch it get a different collision.

Long life to Steve!
Markus
Valued Member
20
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Joined: 10th Apr 2004
Location: Germany
Posted: 1st Jul 2013 18:25
i use physics depending what type is used for a sprite/block
and give it a group number positive or negativ.
important is that you share the same image with other sprites.
means i use option A.
option B is static, you can't move/remove the images.
i use option A. also for collecting items as physics sensor.
Grooovy!
16
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Joined: 22nd Aug 2008
Location: Delray Beach, FL USA
Posted: 1st Jul 2013 18:30
Thanks for the replies so far, guys!

Very helpful.

Phaelax
DBPro Master
21
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Joined: 16th Apr 2003
Location: Metropia
Posted: 1st Jul 2013 21:48
If you're looking for an agk importer for Tiled maps:

http://www.zimnox.com/resources/agk/libraries/

MikeMax
AGK Academic Backer
12
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Joined: 13th Dec 2011
Location: Paris
Posted: 1st Jul 2013 21:51
yes but there is a 404 on the zip in your link Phaelax
leo877
16
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Joined: 6th Mar 2008
Location: san antonio, tx
Posted: 2nd Jul 2013 06:12
@GROOVY....."earthworm jim...classic"
i dont know to much about making platform but heres a link on AppGameKit under there tutorial.

http://www.appgamekit.com/bitesize-3.php

the tutorial has static and dynamic platform which is using the box2d physics if that what you using or you coding your own physic movement. The only thing about it does use sprite images. maybe this will help you.
Phaelax
DBPro Master
21
Years of Service
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Joined: 16th Apr 2003
Location: Metropia
Posted: 2nd Jul 2013 13:40
Quote: "yes but there is a 404 on the zip in your link Phaelax"


Ooops, fixed now.

Grooovy!
16
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Joined: 22nd Aug 2008
Location: Delray Beach, FL USA
Posted: 2nd Jul 2013 18:29
@leo877

Thanks! Actually, the bitesize tut is what I based my first platform excursion on!

haliop
User Banned
Posted: 3rd Jul 2013 10:11
hi , Please be aware of this Thread:


http://forum.thegamecreators.com/?m=forum_view&t=206495&b=48

im building just that and i made it super easy to master.

the code might not be as much organized as i want but its all good.
and Open-Source.

3d point in space
15
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Joined: 30th Jun 2009
Location: Idaho
Posted: 4th Jul 2013 01:45
hu, seems like a lot of people are using tiled. I laugh at that because I made an exporter like a year ago, but I have not made any games from it because then I got busy with other things. Well I guess you could say I am not designing my game engine any more I decided that I should just make quick exports which include tiled export which makes a file.

The file is similar to my bvh exporter file but it write what the sprite name is and I was going to put bvh editor in it then I found out that no one cares so I am going to wrap up the project and export stuff, I wont make a save and load function on it because I am getting no money on the program. I just going to make games with the tools I made I pretty sure with the bvh exporter I can make a sweet 3d game from it.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
Phaelax
DBPro Master
21
Years of Service
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Joined: 16th Apr 2003
Location: Metropia
Posted: 4th Jul 2013 07:43
I would say exported Tiled maps to another format would probably be the most efficient method, given the time it can take to parse the XML in agk (or DB).

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