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Side Scrollers

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The question is how do you think you would go about it? It is neither prudent nor "smart" to ask a question of such generality, so apply thought to the entire process (the thinking is the critical aspect) and then ask specific, focused questions.

Have a nice day.

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The way I am doing it (I am doing a side scroller at the moment), is having classes (im using C++) for things like enemy ships, your ship, etc. I have made a simple library for rendering background maps (tile-style), and drawing spites, initialising DX8, etc. The only awkward part I have found is having the waves of enemies coming on the screen, but I handled this by creating a ''wave'' structure which has info about the ''formation'' (sine/striaght/random/etc) of the aliens, speed and stuff. Anyway, if you want the source so far, just let me know and I can email it to you.

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Why would you go about making a side scroller?



Unbirthing: The abuility for one to re-enter the womb at the ripe age of 40


-The zombie of the underworld, Mr. Dude


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Because the side scroller is the last step in the traditional portfolio-building method:
1) Pong
2) Tetris
3) PacMan
4) Mario (or sidescroller/platform)

What you really need is a game design. It may seem a little boring, but you will need it. Think about sound, graphics, AI, I/O, etc. Then I''d go about writing each section as a class. Having a ''sound manager'' thread, for example, just implemented as a class, like soundManager->LoadSound().

Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net

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Guest Anonymous Poster
Why wouldn''t you go about writing a side scroller? They are great! LONG LIVE THE SIDE SCROLLER

Get the abuility to spell correctly and don''t be so negative

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You might want to find a book by Diane Gruber "Action Arcade Adventure Set"
While a lot of it is plugging her hubby''s DOS graphics library, all the principles are discussed thoroughly:
Tiles and Tile management
Sprites
Map editing
Action functions(function pointers
Collision detection between sprites and walls

It is the source for my understanding of 2D games

I''ve just found an on-line version of it Making Games



ZoomBoy
Developing a iso-tile 2D RPG with skills, weapons, and adventure. See my old Hex-Tile RPG GAME, character editor, diary, 3D Art resources at Check out my web-site

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Let me guess Mr. Dude, the first program you ever wrote was Quake3, I mean, why would you bother writing anything less?

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Guest Anonymous Poster
Would you really expect an intelligent response from someone with a sig like that?

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I like side scrollers...particularly shoot em ups. What''s important is the gameplay, not how many ray traced polygons you have.

Zoomboy, are you the same Zoomboy who posts at Talkbass.com?

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Light of my life
Fire of my loins.
My sin, my soul
LOLITA
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The basis for side scrollers is an array of numbers where each numbers represents 1 tile for display.


===============================
Yottskry

The ZoomBoy who says
>>
It depends on the finish. Solid finish Fender basses of that period were mostly alder. The natural and sunburst finishes were ash.
________________
To make ''em move you''ve got to groove!
>>
is not me. There are usually one or 2 ZoomBoys on a large site.

The provenance of my name is
John given "zoomie" nickname by Rick in geography class>>>
Becomes common when used with 3 other Johns in a P+P rpg>>>
used on his web-site>>
Added Boy to be ''unique'' and kewl l33t(found out later NOT! har har)

ZoomBoy
Developing a iso-tile 2D RPG with skills, weapons, and adventure. See my old Hex-Tile RPG GAME, character editor, diary, 3D Art resources at Check out my web-site

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