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### #ActualSuperVGA

Posted 07 January 2013 - 05:18 AM

While you can still change things around, try picturing these layers, scrolling at different speeds, being drawn on the top of oneanother. If you could fit any size graphic in any of the layers, like a simplistic jigsaw puzzle, I'm sure you'll find it very flexible. This is the representation i suggest (I'm imagining it written in XML in a file, but it could be any data structure, really.)

<!-- level_00.gfx -->
<layer level="-2" parallax="1.05">
<sprite file="somesprite.png" position="0, 128" />
<sprite file="anothersprite.png" position="32, 0" />
</layer>
<layer level="0" parallax="1.0">
<sprite file="graffiti.png" position="96, 64" />
<sprite file="vine.png" position="8, 16" />
</layer>
<layer level="1" parallax="-1.3">
<sprite file="somesprite.png" position="480, 64" />
<sprite file="anothersprite.png" position="128, 16" />
</layer>

You could have more strict tile layouts and/or collision information defined elsewhere.
Layers -n..-1 could be painted before the basic level layout, and layers 1..n on the top of.
The layers would each be offset by scroll * layer.parallax when drawn.
It's only a suggestion, -it will still take a slightly more refined editor, but I think it could make you more productive later on.

### #5SuperVGA

Posted 07 January 2013 - 05:18 AM

While you can still change things around, try picturing these layers, scrolling at different speeds, being drawn on the top of oneanother. If you could fit any size graphic in any of the layers, like a simplistic jigsaw puzzle, I'm sure you'll find it very flexible. This is the representation i suggest (I'm imagining it written in XML in a file, but it could be any data structure, really.)

<!-- level_00.gfx -->
<layer level="-2" parallax="1.05">
<sprite file="somesprite.png" position="0, 128"
<sprite file="anothersprite.png" position="32, 0"
</layer>
<layer level="0" parallax="1.0">
<sprite file="graffiti.png" position="96, 64"
<sprite file="vine.png" position="8, 16"
</layer>
<layer level="1" parallax="-1.3">
<sprite file="somesprite.png" position="480, 64"
<sprite file="anothersprite.png" position="128, 16"
</layer>

You could have more strict tile layouts and/or collision information defined elsewhere.
Layers -n..-1 could be painted before the basic level layout, and layers 1..n on the top of.
The layers would each be offset by scroll * layer.parallax when drawn.
It's only a suggestion, -it will still take a slightly more refined editor, but I think it could make you more productive later on.

### #4SuperVGA

Posted 07 January 2013 - 05:17 AM

While you can still change things around, try picturing these layers, scrolling at different speeds, being drawn on the top of oneanother. If you could fit any size graphic in any of the layers, like a simplistic jigsaw puzzle, I'm sure you'll find it very flexible. This is the representation i suggest (I'm imagining it written in XML in a file, but it could be any data structure, really.)

<!-- level_00.gfx -->
<layer level="-2" parallax="1.05">
<sprite file="somesprite.png" position="0, 0"
<sprite file="anothersprite.png" position="32, 0"
</layer>
<layer level="0" parallax="1.0">
<sprite file="graffiti.png" position="0, 0"
<sprite file="vine.png" position="32, 0"
</layer>
<layer level="1" parallax="-1.3">
<sprite file="somesprite.png" position="0, 0"
<sprite file="anothersprite.png" position="32, 0"
</layer>

You could have more strict tile layouts and/or collision information defined elsewhere.
Layers -n..-1 could be painted before the basic level layout, and layers 1..n on the top of.
The layers would each be offset by scroll * layer.parallax when drawn.
It's only a suggestion, -it will still take a slightly more refined editor, but I think it could make you more productive later on.

### #3SuperVGA

Posted 07 January 2013 - 05:17 AM

While you can still change things around, try picturing these layers, scrolling at different speeds, being drawn on the top of oneanother. If you could fit any size graphic in any of the layers, like a simplistic jigsaw puzzle, I'm sure you'll find it very flexible. This is the representation i suggest (I'm imagining it written in XML in a file, but it could be any data structure, really.)<br />

<!-- level_00.gfx -->
<layer level="-2" parallax="1.05">
<sprite file="somesprite.png" position="0, 0"
<sprite file="anothersprite.png" position="32, 0"
</layer>
<layer level="0" parallax="1.0">
<sprite file="graffiti.png" position="0, 0"
<sprite file="vine.png" position="32, 0"
</layer>
<layer level="1" parallax="-1.3">
<sprite file="somesprite.png" position="0, 0"
<sprite file="anothersprite.png" position="32, 0"
</layer>

You could have more strict tile layouts and/or collision information defined elsewhere.
Layers -n..-1 could be painted before the basic level layout, and layers 1..n on the top of.
The layers would each be offset by scroll * layer.parallax when drawn.
It's only a suggestion, -it will still take a slightly more refined editor, but I think it could make you more productive later on.

### #2SuperVGA

Posted 07 January 2013 - 02:02 AM

While you can still change things around, try picturing these layers, scrolling at different speeds, being drawn on the top of oneanother. If you could fit any size graphic in any of the layers, like a simplistic jigsaw puzzle, I'm sure you'll find it very flexible. This is the representation i suggest (I'm imagining it written in XML in a file, but it could be any data structure, really.)<br />

/* level_00.gfx */
<layer level="-2" parallax="1.05">
<sprite file="somesprite.png" position="0, 0"
<sprite file="anothersprite.png" position="32, 0"
</layer>
<layer level="0" parallax="1.0">
<sprite file="graffiti.png" position="0, 0"
<sprite file="vine.png" position="32, 0"
</layer>
<layer level="1" parallax="-1.3">
<sprite file="somesprite.png" position="0, 0"
<sprite file="anothersprite.png" position="32, 0"
</layer>

You could have more strict tile layouts and/or collision information defined elsewhere.<br />Layers -n..-1 could be painted before the basic level layout, and layers 1..n on the top of.<br />The layers would each be offset by scroll * layer.parallax when drawn.<br />It's only a suggestion, -it will still take a slightly more refined editor, but I think it could make<br />you more productive later on.

### #1SuperVGA

Posted 07 January 2013 - 02:02 AM

While you can still change things around, try picturing these layers, scrolling at different speeds, being drawn on the top of oneanother. If you could fit any size graphic in any of the layers, like a simplistic jigsaw puzzle, I'm sure you'll find it very flexible. This is the representation i suggest (I'm imagining it written in XML in a file, but it could be any data structure, really.)<br /><pre class="_prettyXprint _lang-code _linenums:NaN">
/* level_00.gfx */
&lt;layer level="-2" parallax="1.05"&gt;
&lt;sprite file="somesprite.png" position="0, 0"
&lt;sprite file="anothersprite.png" position="32, 0"
&lt;/layer&gt;
&lt;layer level="0" parallax="1.0"&gt;
&lt;sprite file="graffiti.png" position="0, 0"
&lt;sprite file="vine.png" position="32, 0"
&lt;/layer&gt;
&lt;layer level="1" parallax="-1.3"&gt;
&lt;sprite file="somesprite.png" position="0, 0"
&lt;sprite file="anothersprite.png" position="32, 0"
&lt;/layer&gt;
</pre><br />You could have more strict tile layouts and/or collision information defined elsewhere.<br />Layers -n..-1 could be painted before the basic level layout, and layers 1..n on the top of.<br />The layers would each be offset by scroll * layer.parallax when drawn.<br />It's only a suggestion, -it will still take a slightly more refined editor, but I think it could make<br />you more productive later on.

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