I noticed a new game on Limes website that is pretty similar to my soon to be released game: Don’t Die
Don’t Die
http://www.facebook.com/pages/Dont-Die/212102442146352?sk=wall
ChocoRun
http://www.facebook.com/apps/application.php?id=223758790972082
I am curious about a few things, and will go ahead and say a few things about my game as well.
The first thing i noticed is that the map sizes are both pretty similar in size, and i was wondering how the tiles were done in ChocoRun. This is a example of how i did my tiles for Don’t Die
http://img.photobucket.com/albums/v243/adamdenterkin/tileexample.png
I used base 32x32 tiles for tiled, and built large tiles to fit inside tiled.
a example of this would be
world 2:
640x192 - main map tile
640x192 - main map tile 2
32x32 spritesheet for random objects
96x32 spritesheet for wide objects
—tiles that use parallaxFactorX—
580 x 320 background tile
480x64 background tile2
480x96 background tile3
and so on. The reason i did this was to move as few objects as possible when playing the game, which helped performance by alot. I ended up building most of my worlds in Photoshop and adding them to tiled afterwords.
That really is the main thing i was wondering, other then if it was as much fun trying to get the movement/collision code working just right as it was for me.
http://www.justaddli.me/tutorial.php?t=0&id=15
that was nice, to use that as a base, but i ended up changing a good portion of the code by the time i was done, due to different issues. I may try to explain some when i have time later for anyone trying to learn.
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