XNA Creators Club Online
Page 1 of 1 (10 items)
Sort Posts: Previous Next

Best Way To Go About Creating 2D Levels

Last post 9/7/2008 9:24 PM by The ZMan. 9 replies.
  • 9/3/2008 3:26 PM

    Best Way To Go About Creating 2D Levels

        My first idea was to jsut make a simple tile engine and then I ran into some simple problems like: What do I do if some Tiles are bigger than others??? How do I check collision and all that crap so... My next idea came. First load a backround texture that just like scrolls and different classes with multiple positions... (Houses, bushes, etc). Is that how I should do stuff???
  • 9/6/2008 8:22 PM In reply to

    Re: Best Way To Go About Creating 2D Levels

        Guy's, I am SERIOUS about this... Can someone please tell me how. I've used the big, orange search button, tried various things but I can't figure it out... Can someone just explain in general what it is I need to do? After I know I can code something.
  • 9/6/2008 8:42 PM In reply to

    Re: Best Way To Go About Creating 2D Levels

    Your question is such a big area that its hard to know where to start.

    I would recommend that you lok at Nicks tile turorial and the RPG game starter kit. Most 2d tile based games handle larger graphics by splitting them across multiple tiles to simplify things.

     

    Play Kissy Poo - a game for 4 year olds on Xbox and windows
    The ZBuffer
    News and information for XNA
      Follow The Zman on twitter, Email me
        Please read the forum FAQs - Bug/Feature reporting
          Don't forget to mark good answers and good playtest feedback when you see it!!!
  • 9/7/2008 2:16 AM In reply to

    Re: Best Way To Go About Creating 2D Levels

    How do you put in tile's of differen't sizes??? The tutorials on the web show how to do it with one size... Am I missing something? Can you give me a link??? Also, how do you open up starter kits on 3.0???
  • 9/7/2008 4:00 AM In reply to

    Re: Best Way To Go About Creating 2D Levels

    You don't.... start simple add on from there... split your large objects up into 4 smaller tiles. When they are drawn side by side they will look like one large object.

    As I said its really hard to answer such vague questions. If you want to avoid tiles and just use a large bitmap you will use memory a lot more and you will need some kind of editor to mark polygons or regions of the screen for collisions.

    Or you can just make all the objects 2d sprites and use a bounding ectangle check for each one.

    Maybe if you can give us a better idea of they type of game you want to write and specirfc problems including what you have already tried that will help.

    Install the starter kit and then choose New Project in visual studio. You will find the starter kit as a template in the XNA 2.0 folder in that dialog.

    Play Kissy Poo - a game for 4 year olds on Xbox and windows
    The ZBuffer
    News and information for XNA
      Follow The Zman on twitter, Email me
        Please read the forum FAQs - Bug/Feature reporting
          Don't forget to mark good answers and good playtest feedback when you see it!!!
  • 9/7/2008 1:32 PM In reply to

    Re: Best Way To Go About Creating 2D Levels

    What I really want to do is not a tile engine, the reason is because the level has to contain enemies, house, and bushes, and they all will be fully destructable. So, my idea is that I should make a class for each object (House, AutoTurret, Bush) and then just put down there positions like in a tile engine. I ran into problems when I created multiple instences and added them to lists. I want a style like:

    int[,] Level = new int[MaxColumns, MaxRows]

    {

     

    };

     

    So, is that possible to do it that way?? Would it even work? And, I can't even install starter kits. I have to have XNA 2.0 to install it.

  • 9/7/2008 3:33 PM In reply to

    Re: Best Way To Go About Creating 2D Levels

    aalbaughata:
    I can't even install starter kits. I have to have XNA 2.0 to install it.

    Why don't you have XNA 2.0?

  • 9/7/2008 4:08 PM In reply to

    Re: Best Way To Go About Creating 2D Levels

    Because some people want to use 3.0 CTP and not 2.0 (as I don't).
  • 9/7/2008 5:02 PM In reply to

    Re: Best Way To Go About Creating 2D Levels

    Is there any possible way to run starter kits on 3.0ctp or not???? Is the way I think I should do levels even going to work???
  • 9/7/2008 9:24 PM In reply to

    Re: Best Way To Go About Creating 2D Levels

    Create a project from a starter kit in 2.0/VS05 then follow these instructions to convert it. Fix any bugs (shouldn't really be any though)
    Play Kissy Poo - a game for 4 year olds on Xbox and windows
    The ZBuffer
    News and information for XNA
      Follow The Zman on twitter, Email me
        Please read the forum FAQs - Bug/Feature reporting
          Don't forget to mark good answers and good playtest feedback when you see it!!!
Page 1 of 1 (10 items) Previous Next