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Levels
Dec 3, 2006 18:16:26 GMT -5
Post by OddChild on Dec 3, 2006 18:16:26 GMT -5
I was just thinking...
How do you make Levels for a game like Mario, or other similar games....
I suppose you make an engine with the EXE, and have it open up various files stating the X,Y of the baddies the ammounts and the speeds... Am I missing anything? ;D
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Levels
Dec 3, 2006 18:28:06 GMT -5
Post by matthew on Dec 3, 2006 18:28:06 GMT -5
There are quite a few ways to create levels for a platform game. I remember seeing the programme code for a platform game some years ago and it looked quite simple and was all contained in one file. But I'd assume the 'professionals' would use the method you'd just described because it would seem to be the most efficient if you were working on a large project.
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Levels
Dec 3, 2006 19:26:19 GMT -5
Post by Guilect on Dec 3, 2006 19:26:19 GMT -5
^^ Ya what he said.
The idea behind the Brutus Map Editor is just for such a program like a platformer.
You would design each of your levels in the map editor and save them as a .map files. The .map file would have information on which graphic (mushroom, platform, bonus) is in a level as well as a numeric value (attribute) associated to an image.
Your game engine would programmed to load a level, display the level's graphics, move the main character, and them process the map attribute values based upon your main character's position.
Say you make a map with a poisonous mushroom in it. You draw the map, associate a value to the mushroom image, let's say 4.
So now in the engine if your character's position moves into a map location with the value of 4, your character, let's say, loses 50% of their health.
Once the engine is programmed it is just a matter of loading in a new .map file for a new level.
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