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egoplant

Platforms in a 2D platform game

4 posts in this topic

I don't know if this is the right forum, but I was wondering what would be the best way to make them? I am new to programming, my idea was to make the character always be in the center of the screen, and the map moves around him. For the map should everything be in gridded blocks (like Super Mario Bros. or something)? I'm not really sure how to approach this.

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If you want the tiled look of Mario, look up tile scrolling. The basic idea is you have a 2D array of integers that represent different tile types, and you draw the portion of that 2D array that is on the screen based on your camera position.

 

for (int x = left; x < right; x++)
{
     for (int y = top; y < bottom; y++)
     {
          // Draw map[y][x] tile at (x*tileW, y*tileH)
     }
}
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The exact approach may vary from engine to engine but the overall theory is basically as DrSuperSocks has suggested.  You basically hold an array of data that would explain what tiles are where in the level map, most of the time you use something of a camera class to track where you are in the level and using those measurements you render the tiles to the screen appropriately.  Depending on the complexity of the game sometimes additional arrays or more complex map objects are used to also store information for event triggers and collision responses and such, however this is entirely up to you as the designer / programmer on how to best implement what you would like to accomplish.

 

The good news is that the side scroller / platformer type game is the generic "hello world" tutorial of most engines and development kits.  I would suggest that you do some research on what engines are available for the platform(s) you wish to target and see what engine you would like to use first.  From there you can then start working your way through the engines tutorials to get familiar with the engine and it's practices and almost inevitably learn how to create a platformer or side scroller with said engine.

 

On the same note if you are considering writing your own engine to power your first game project I would have to highly recommend against it.  I hope it doesn't come off as rude but if you are confused on how to implement tiling and or platforms, chances are you are not quite ready to undergo the complex activity that is creating a gaming engine.  As such it would be best to first do your project using an established engine and or development kit and get a feel for how the engine you choose accomplishes the goals you are looking for.  After completing your project it will be much easier to go back and create your own custom engine that emulates the practices you have used previously.

Edited by Dan Mayor
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What do you mean by an engine? I was thinking of using XNA. When I used to program a long time ago I made something similar with javascript, I just didn't know if the way I did it was the best way of doing it. http://www.mediafire.com/?84t4yat6i8rds48 I just felt like doing something like this again, except not in a shitty way with javascript, so I thought XNA would be good. Programming is just and on-again off-again hobby for me so I don't really care about distribution at all.

 

EDIT: I forgot to say, thanks for the link and stuff, it's exactly what I was looking for.

Edited by egoplant
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