Large level image scroll

Hi, guys im new to mobile game development with corona and was wondering if you would be able to help me out.

Im trying to create a game with a large level which scrolls through in the right and out the left of the viewport. The problem is I cannot get the large image working with the event scroll, it just seems to cut the image size considerably when testing in the simulator. Is it possible to do this?

At the moment I have a long alternate solution working where I created small prefabs/ chunks of the level and positioned them off screen to be able to scroll in and then destory on its way out. Is this a good idea?

Any help would be great.
[import]uid: 220607 topic_id: 36456 reply_id: 336456[/import]

Hiya. It depends entirely on what sort of level you have. Is it just a single freeform / freehand graphic that is really big, or is it made up of tiles?
If tiles, you can look into Tiled and Lime (Tiled is a free level designer, Lime is a means of displaying it), or you could look into my code which I’m releasing for testing which does the same, only a great deal faster. [import]uid: 46639 topic_id: 36456 reply_id: 144702[/import]

Hey rakoonic thanks for the quick reply really appreciate it.
Yeah the game is is a single large graphic, it will be different per level etc. I’ve looked into using tiles, but still prefer to use the large image scroll instead. I may try my hand at both ways eventually though.

Have you got a link to your code, that would be of great help if I could see how you did yours. Is your one using tiles?

[import]uid: 220607 topic_id: 36456 reply_id: 144704[/import]

Yeah my one uses tiles, so not really useful for your thing.
I definitely think the way to go for you is to chop up the image.
Firstly it means you’ll always be able to make it fit into the texture memory of the device, regardless of the limits (I’d say make your images 1024x1024 maximum for this reason, any larger and it might scale down).
You could pre-load them all and just make the ones offscreen invisible (image.isVisible = false).
That should get you pretty much set up. [import]uid: 46639 topic_id: 36456 reply_id: 144705[/import]

I see, that makes perfect sense, thanks so much for the help. I should be sorted now so il try it out.

thanks again [import]uid: 220607 topic_id: 36456 reply_id: 144718[/import]

Is there a sample project on this site that does this ? [import]uid: 23642 topic_id: 36456 reply_id: 144894[/import]

Hiya. It depends entirely on what sort of level you have. Is it just a single freeform / freehand graphic that is really big, or is it made up of tiles?
If tiles, you can look into Tiled and Lime (Tiled is a free level designer, Lime is a means of displaying it), or you could look into my code which I’m releasing for testing which does the same, only a great deal faster. [import]uid: 46639 topic_id: 36456 reply_id: 144702[/import]

Hey rakoonic thanks for the quick reply really appreciate it.
Yeah the game is is a single large graphic, it will be different per level etc. I’ve looked into using tiles, but still prefer to use the large image scroll instead. I may try my hand at both ways eventually though.

Have you got a link to your code, that would be of great help if I could see how you did yours. Is your one using tiles?

[import]uid: 220607 topic_id: 36456 reply_id: 144704[/import]

Yeah my one uses tiles, so not really useful for your thing.
I definitely think the way to go for you is to chop up the image.
Firstly it means you’ll always be able to make it fit into the texture memory of the device, regardless of the limits (I’d say make your images 1024x1024 maximum for this reason, any larger and it might scale down).
You could pre-load them all and just make the ones offscreen invisible (image.isVisible = false).
That should get you pretty much set up. [import]uid: 46639 topic_id: 36456 reply_id: 144705[/import]

I see, that makes perfect sense, thanks so much for the help. I should be sorted now so il try it out.

thanks again [import]uid: 220607 topic_id: 36456 reply_id: 144718[/import]

Is there a sample project on this site that does this ? [import]uid: 23642 topic_id: 36456 reply_id: 144894[/import]

Hiya. It depends entirely on what sort of level you have. Is it just a single freeform / freehand graphic that is really big, or is it made up of tiles?
If tiles, you can look into Tiled and Lime (Tiled is a free level designer, Lime is a means of displaying it), or you could look into my code which I’m releasing for testing which does the same, only a great deal faster. [import]uid: 46639 topic_id: 36456 reply_id: 144702[/import]

Hey rakoonic thanks for the quick reply really appreciate it.
Yeah the game is is a single large graphic, it will be different per level etc. I’ve looked into using tiles, but still prefer to use the large image scroll instead. I may try my hand at both ways eventually though.

Have you got a link to your code, that would be of great help if I could see how you did yours. Is your one using tiles?

[import]uid: 220607 topic_id: 36456 reply_id: 144704[/import]

Yeah my one uses tiles, so not really useful for your thing.
I definitely think the way to go for you is to chop up the image.
Firstly it means you’ll always be able to make it fit into the texture memory of the device, regardless of the limits (I’d say make your images 1024x1024 maximum for this reason, any larger and it might scale down).
You could pre-load them all and just make the ones offscreen invisible (image.isVisible = false).
That should get you pretty much set up. [import]uid: 46639 topic_id: 36456 reply_id: 144705[/import]

I see, that makes perfect sense, thanks so much for the help. I should be sorted now so il try it out.

thanks again [import]uid: 220607 topic_id: 36456 reply_id: 144718[/import]

Is there a sample project on this site that does this ? [import]uid: 23642 topic_id: 36456 reply_id: 144894[/import]

Hiya. It depends entirely on what sort of level you have. Is it just a single freeform / freehand graphic that is really big, or is it made up of tiles?
If tiles, you can look into Tiled and Lime (Tiled is a free level designer, Lime is a means of displaying it), or you could look into my code which I’m releasing for testing which does the same, only a great deal faster. [import]uid: 46639 topic_id: 36456 reply_id: 144702[/import]

Hey rakoonic thanks for the quick reply really appreciate it.
Yeah the game is is a single large graphic, it will be different per level etc. I’ve looked into using tiles, but still prefer to use the large image scroll instead. I may try my hand at both ways eventually though.

Have you got a link to your code, that would be of great help if I could see how you did yours. Is your one using tiles?

[import]uid: 220607 topic_id: 36456 reply_id: 144704[/import]

Yeah my one uses tiles, so not really useful for your thing.
I definitely think the way to go for you is to chop up the image.
Firstly it means you’ll always be able to make it fit into the texture memory of the device, regardless of the limits (I’d say make your images 1024x1024 maximum for this reason, any larger and it might scale down).
You could pre-load them all and just make the ones offscreen invisible (image.isVisible = false).
That should get you pretty much set up. [import]uid: 46639 topic_id: 36456 reply_id: 144705[/import]

I see, that makes perfect sense, thanks so much for the help. I should be sorted now so il try it out.

thanks again [import]uid: 220607 topic_id: 36456 reply_id: 144718[/import]