Re: [Audyssey] Conceiving Level Maps
Hi Phil, Well that makes sense to check for a step away if you are going to play a warning sound or totally change the sound that is playing as a warning. In Mach 1 the sound of the wall moves and gets louder the closer you get to it. And then there are the marbles to let you know that you are that close to the wall. They are actually an object themselves, But I do not play the marbles sound unless you are in the marbles, not a step away. And the same with the wall I do not play the collision with the wall unless you collide with the wall, not a step away. All the same in Homer on a Harley. And of course in Puppy 1 I do not play the sound of the enemy plane being hit a step away. I play that sound when the bullet actually hits the enemy plane. So other than the warning sound etc I do not see the need to know a step away. But as I said, I am sure that it all works. BFN Jim Any day can be the beginning of a new year. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Conceiving Level Maps
Hi Jim, The GMA game engine checks if you are one step from a wall or object that would obstruct you. Then it stops you if in automatic walking and plays a sound effect of your choice. This allows you to know that a wall is near instead of you bumping into it. In the Sarah game I have the walking sound go from stereo to mono to indicate that something is in front of you. In Tank Commander you get the collision warning voice. And in Shades of Doom you get the sound of a metal strip that borders the walls. - Original Message - From: "Jim Kitchen" To: "Thomas Ward" Sent: Thursday, December 30, 2010 5:06 PM Subject: Re: [Audyssey] Conceiving Level Maps Hi Thomas, Yeah, if I had an explosion or whatever take out part of a wall or whatever, I would just adjust the coordinates for the collision detection, which I'm sure is what you do. But my question really was, why test to see if there is going to be, a collision in stead of testing to see if there is, a collision. No big deal, I'm sure it all works out the same in the end. It Just seems to be an extra bit of calculation and extra amount of complication to the code and thought process. BFN Jim Nuthin' is simple sometimes... j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1191 / Virus Database: 1435/3348 - Release Date: 12/30/10 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Conceiving Level Maps
Hi Thomas, Yeah, if I had an explosion or whatever take out part of a wall or whatever, I would just adjust the coordinates for the collision detection, which I'm sure is what you do. But my question really was, why test to see if there is going to be, a collision in stead of testing to see if there is, a collision. No big deal, I'm sure it all works out the same in the end. It Just seems to be an extra bit of calculation and extra amount of complication to the code and thought process. BFN Jim Nuthin' is simple sometimes... j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Conceiving Level Maps
Hi Jim, The reason I do that is because I store everything like doors, walls, fire traps, chasms, etc in a 3d array. Basically, how it works is I take the current directionand coordinates and calculate a vector along that direction x units away to find out where the player will be next. I then check the array to see what is there and take whatever action is necessary. There is nothing specifically wrong with the way you do colision detection, but I can think of some limitations. For example, in some games a player might have to use explosives to blow a hole in a wall, floor, etc to gain access to some secret area. If your colision detection is hard coded like that it isn't going to be easy to remove a section of the wall and leave part or most of it standing. With an array all you need to do is calculate the blast radius of the explosion and remove however many elements necessary to make that size hole in the wall. Make sense? On 12/30/10, Jim Kitchen wrote: > Hi Thomas, > > I am wondering why you need to know a step ahead. Why not just detect an > actual collision? I have always found that to be good enough. You know > detect the collision and do what would happen for a collision like before > doing what would happen if there was not a collision. I E do not up date > the graphics or in our case the sounds etc. > > I also have always found that square, rectangle or cube is good enough and > thus do not do the circular or spherical detection that then requires trig > or whatever. Maybe if we were doing graphics one would be able to tell, but > I do not believe that one would know the difference in our games. > > I just do collision detection like > > if hx > 32 and hx < 37 then > if hy > 44 and hy < 47 then > Bang! Homer ran into something. > end if > end if > > And of course for a three D just add the third check > > if hx > 32 and hx < 37 then > if hy > 44 and hy < 47 then > if hz > 22 and hz < 25 then > Bang! Homer ran into something. > end if > end if > end if > > I guess that I just like to keep things simple because that is the only way > that I know how to do it with my limited math knowledge etc. > > BFN > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Conceiving Level Maps
Hi Thomas, I am wondering why you need to know a step ahead. Why not just detect an actual collision? I have always found that to be good enough. You know detect the collision and do what would happen for a collision like before doing what would happen if there was not a collision. I E do not up date the graphics or in our case the sounds etc. I also have always found that square, rectangle or cube is good enough and thus do not do the circular or spherical detection that then requires trig or whatever. Maybe if we were doing graphics one would be able to tell, but I do not believe that one would know the difference in our games. I just do collision detection like if hx > 32 and hx < 37 then if hy > 44 and hy < 47 then Bang! Homer ran into something. end if end if And of course for a three D just add the third check if hx > 32 and hx < 37 then if hy > 44 and hy < 47 then if hz > 22 and hz < 25 then Bang! Homer ran into something. end if end if end if I guess that I just like to keep things simple because that is the only way that I know how to do it with my limited math knowledge etc. BFN - Original Message - Hi Kai, Well, to help me draw level maps I actually created a level editor that allows me to copy, cut, and paste things like walls, doors, chasms, etc on a 2d or 3d grid. However, even without it it is not that hard to actually draw or create a level such as you describe. To create a room for a side-scroller all I need to do is something like this. // Draw the ceiling for (x = 0; x < 51; x++) g_map[x, 10] = SURFACE_CEILING; // Draw the floor for (x = 0; x < 25; x++) g_map[x, 0] = SURFACE_STONE; for (x = 36; x < 51; x++) g_map[x, 0] = SURFACE_STONE; // Draw the chasm for (x = 25; x < 36; x++) g_map[x, 0] = SURFACE_CHASM; // Draw the left wall for (y = 1; y < 10; y++) g_map[0, y] = SURFACE_WALL; // Draw the right wall for (y = 1; y < 10; y++) g_map[50, y] = SURFACE_WALL; What we have here is a simple room 50 units wide and 10 units high. We essentually created it by using surface constants and stored them in a 2d array. To figure out if we encountered anything all we need to do is find out if the player's next x/y position will step into a chasm or encounter one of the walls. Since my engine, G3D, actually deals with a 3d array with an x/y/z position I have a set of trig formulas to calculate the vector and figure out where the player's next x/y/z position will be. However, since we are dealing with a simple side-scroller we probably don't need anything that fancy. We can get by just by adding or subtracting the player's velocity to or from x and y. For example, here is some really really simplistic colision checking. This isn't exactly the best collision detection method, but it should work for a newbie like your self. // Get the player's x/y coordinates float speed = g_player.GetSpeed(); float x1 = g_player.GetX(); float y1 = g_player.GetY(); float x2 = 0; float y2 = 0; // If the player is moving left // subtract the player's sspeed from x1 if (g_player.GetDirection() == -90) { x2 = x1 - speed; y2 = y1 - 1; } // If the player is moving right // add the player's speed to x1 if (g_player.GetDirection() == 90) { x2 = x1 + speed; y2 = y1 - 1; } // Get the player's surface int surface = g_map[(int)x2, (int)y2]; // Find out if the player encountered anything int encountered = g_map[(int)x2, (int)y1]; // If the player stepped into a chasm kill the player if (surface == SURFACE_CHASM) { KillPlayer(); } // If the player hit a wall // stop moving if (encountered == SURFACE_WALL) { HitWall(); } // Move forward if (encountered != SURFACE_NOTHING && surface!= SURFACE_CHASM) { g_player.SetLocation(x2, y1); PlayStepSound(); } What we have here is a very simplistic colision detection system. It basically tries to determine where the player will be when he/she takes their next step and figures out if he/she hit a wall, fell into a chasm, or moved safely to the new location. Does this make sense? So if I wanted to add ledges etc to this room above all I'd have to do Is draw them in by adding them to the array wherever I wanted them. I might draw one in the middle of the chasm to jump/land on so the player doesn't have to try the suicidal feet of jumping the entire length of this chasm, or I could add ledges to either side. It really is not that complex to create a level in this fassion. HTH Jim Simple enough for a weenie; enough power for a nerd! j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive
Re: [Audyssey] Conceiving Level Maps
Hi Kai, Well, to help me draw level maps I actually created a level editor that allows me to copy, cut, and paste things like walls, doors, chasms, etc on a 2d or 3d grid. However, even without it it is not that hard to actually draw or create a level such as you describe. To create a room for a side-scroller all I need to do is something like this. // Draw the ceiling for (x = 0; x < 51; x++) g_map[x, 10] = SURFACE_CEILING; // Draw the floor for (x = 0; x < 25; x++) g_map[x, 0] = SURFACE_STONE; for (x = 36; x < 51; x++) g_map[x, 0] = SURFACE_STONE; // Draw the chasm for (x = 25; x < 36; x++) g_map[x, 0] = SURFACE_CHASM; // Draw the left wall for (y = 1; y < 10; y++) g_map[0, y] = SURFACE_WALL; // Draw the right wall for (y = 1; y < 10; y++) g_map[50, y] = SURFACE_WALL; What we have here is a simple room 50 units wide and 10 units high. We essentually created it by using surface constants and stored them in a 2d array. To figure out if we encountered anything all we need to do is find out if the player's next x/y position will step into a chasm or encounter one of the walls. Since my engine, G3D, actually deals with a 3d array with an x/y/z position I have a set of trig formulas to calculate the vector and figure out where the player's next x/y/z position will be. However, since we are dealing with a simple side-scroller we probably don't need anything that fancy. We can get by just by adding or subtracting the player's velocity to or from x and y. For example, here is some really really simplistic colision checking. This isn't exactly the best collision detection method, but it should work for a newbie like your self. // Get the player's x/y coordinates float speed = g_player.GetSpeed(); float x1 = g_player.GetX(); float y1 = g_player.GetY(); float x2 = 0; float y2 = 0; // If the player is moving left // subtract the player's sspeed from x1 if (g_player.GetDirection() == -90) { x2 = x1 - speed; y2 = y1 - 1; } // If the player is moving right // add the player's speed to x1 if (g_player.GetDirection() == 90) { x2 = x1 + speed; y2 = y1 - 1; } // Get the player's surface int surface = g_map[(int)x2, (int)y2]; // Find out if the player encountered anything int encountered = g_map[(int)x2, (int)y1]; // If the player stepped into a chasm kill the player if (surface == SURFACE_CHASM) { KillPlayer(); } // If the player hit a wall // stop moving if (encountered == SURFACE_WALL) { HitWall(); } // Move forward if (encountered != SURFACE_NOTHING && surface!= SURFACE_CHASM) { g_player.SetLocation(x2, y1); PlayStepSound(); } What we have here is a very simplistic colision detection system. It basically tries to determine where the player will be when he/she takes their next step and figures out if he/she hit a wall, fell into a chasm, or moved safely to the new location. Does this make sense? So if I wanted to add ledges etc to this room above all I'd have to do Is draw them in by adding them to the array wherever I wanted them. I might draw one in the middle of the chasm to jump/land on so the player doesn't have to try the suicidal feet of jumping the entire length of this chasm, or I could add ledges to either side. It really is not that complex to create a level in this fassion. HTH On 12/28/10, Kai wrote: > Greetings Thom and Jim. > > Thank you for your responses to this subject. > Thom: I do remember the in-depth discussion you,Kara, and crew were having > about levels, vectors, and all that mind-boggling stuff. Most of it went > right over my head however, as I'm horrible with math in all its forms. > I guess my difficulty is in grasping spatial considerations. for example, in > the game I'm envisioning, the player travels down a north/south corridor > nine sectors wide. Assuming he stays in the center at sector 5 and walks > down the corridor, once he encounters an obstacle (chasm, boulder, wall, > etc), the obstacle may be at its widest point at that sector (in the example > involving a chasm, therefore, that'd be where the chasm is widest across). > In games where all obstacles are the same dimension (like Super Liam), > there's no problem. But what if I want to make the obstacle taper off or > have smaller points? (Perhaps a ledge that extends out into the chasm,, for > instance.) Even in a two-dimensional environment, the implications of such > calculations slightly baffles me. I understand the principle (make the array > different at one or more coordinates), it's the actual perception of it in > my head that throws me for a loop. > and let us not even talk about adding a Z axis to such a game, wherein jumps > and scalable obstacles can change the player's vertical position. > > Obviously, such a game of this magnitude is by no means going to be my first > venture, but I would still like to comprehend the idea before I even attempt > to make a foray
Re: [Audyssey] Conceiving Level Maps
Greetings Thom and Jim. Thank you for your responses to this subject. Thom: I do remember the in-depth discussion you,Kara, and crew were having about levels, vectors, and all that mind-boggling stuff. Most of it went right over my head however, as I'm horrible with math in all its forms. I guess my difficulty is in grasping spatial considerations. for example, in the game I'm envisioning, the player travels down a north/south corridor nine sectors wide. Assuming he stays in the center at sector 5 and walks down the corridor, once he encounters an obstacle (chasm, boulder, wall, etc), the obstacle may be at its widest point at that sector (in the example involving a chasm, therefore, that'd be where the chasm is widest across). In games where all obstacles are the same dimension (like Super Liam), there's no problem. But what if I want to make the obstacle taper off or have smaller points? (Perhaps a ledge that extends out into the chasm,, for instance.) Even in a two-dimensional environment, the implications of such calculations slightly baffles me. I understand the principle (make the array different at one or more coordinates), it's the actual perception of it in my head that throws me for a loop. and let us not even talk about adding a Z axis to such a game, wherein jumps and scalable obstacles can change the player's vertical position. Obviously, such a game of this magnitude is by no means going to be my first venture, but I would still like to comprehend the idea before I even attempt to make a foray into this region. Kai - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Monday, December 27, 2010 7:16 PM Subject: Re: [Audyssey] Conceiving Level Maps Hi Kai, Smile. Interesting enough you might recall Cara, Willem, and I were discussing this at length almost a month back. There are different ways of doing this. Which way you choose probably depends on how good your math sskills are. Most professional game developers use bounding boxes to mathematically calculate when and where two objects meet in 3d space. This is obviously more accurate, but requires some skill with trig and geometry to pull off correctly. Fortunately, there is a less complicated way that I use to draw 2d and 3d maps. I simply use a 2d or 3d array and fill it with predefined objects like a wall, door, spikes, fire, etc and then save it to a map file. This works quite whell for me, and the method I have chosen for the G3D engine. As for saving map files I'm not sure how you would do it with something lilike BGT, but with G3D it is very straight foward and easy. Essentially, what I did is created a global world object, which contains the map array, and I fill it with objects like walls, doors, the floor, ceiling, etc. I then serialize that world object, and write it out to a *.map file. When I load a new level all the G3D engine needs to do is load that *.map file into memory and we are off. Make sense? Cheers! On 12/27/10, Kai wrote: Greetings list. I've a question for you game developers who've made games involving mapped out levels. the short of it: How do you do it? Is your map just an array of coordinates with conditional statements that place obstacles at certain points? Or, for games that have levels stored in files, how does that work? I'll admit that in this area, I'm a complete newbie, and therefore don't really understand how to conceptualize it in my head. I'm trying to plan out a game, and the prospect of having to design a level map hurts my head. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@aud
Re: [Audyssey] Conceiving Level Maps
Hi Kai, In my current game Homer is running. Say I use the variable h for where Homer is at. So if Homer is running I do h = h +1. So h is getting larger and larger as Homer runs. I then have a series of if questions such as if h > 123 then start bird end if if h > 217 then start chain saw end if How ever you also need to know if you have already started the bird or saw, so it is more like if h > 123 and d = 0 then start bird d = 1 end if I did a similar thing in Mach 1 tts in that the car was moving forward the amount of spaces of the speed of the car and I set up loop areas depending on the variable number of the cars place such as l1: cp = cp + speed do straightaway stuff if cp < 3000 then goto l1 l2: cp = cp + speed do curve stuff if cp < 5000 then goto l2 l3: cp = cp + speed do straightaway stuff if cp < 7000 then goto l3 l4: cp = cp + speed do curve stuff if cp < 9000 then goto l4 cp = cp - 9000 goto l1 So that is a very simplified set up of how I did an oval track. In my live action games I have a timing loop to keep everything from happening at once, so once every timing loop is when the h and cp variables get added to etc. I really do not know how that works in BGT. HTH BFN Jim I like Visual Basic 6.0 because I can not C. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Conceiving Level Maps
Hi there, BGT can definitely save and load files in the same manner. You can also encrypt your files to avoid them being looked at, and that also provides integrity verification. If the file has been messed with, it will not decrypt to the serialized content and so you know that something went wrong. Also, with the pack_file object you are able to pack more than one level into a given data file. In fact, you can even put the levels and the sounds etc into one big data file making it even harder for someone to get to. Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, December 28, 2010 4:16 AM Subject: Re: [Audyssey] Conceiving Level Maps Hi Kai, Smile. Interesting enough you might recall Cara, Willem, and I were discussing this at length almost a month back. There are different ways of doing this. Which way you choose probably depends on how good your math sskills are. Most professional game developers use bounding boxes to mathematically calculate when and where two objects meet in 3d space. This is obviously more accurate, but requires some skill with trig and geometry to pull off correctly. Fortunately, there is a less complicated way that I use to draw 2d and 3d maps. I simply use a 2d or 3d array and fill it with predefined objects like a wall, door, spikes, fire, etc and then save it to a map file. This works quite whell for me, and the method I have chosen for the G3D engine. As for saving map files I'm not sure how you would do it with something lilike BGT, but with G3D it is very straight foward and easy. Essentially, what I did is created a global world object, which contains the map array, and I fill it with objects like walls, doors, the floor, ceiling, etc. I then serialize that world object, and write it out to a *.map file. When I load a new level all the G3D engine needs to do is load that *.map file into memory and we are off. Make sense? Cheers! On 12/27/10, Kai wrote: Greetings list. I've a question for you game developers who've made games involving mapped out levels. the short of it: How do you do it? Is your map just an array of coordinates with conditional statements that place obstacles at certain points? Or, for games that have levels stored in files, how does that work? I'll admit that in this area, I'm a complete newbie, and therefore don't really understand how to conceptualize it in my head. I'm trying to plan out a game, and the prospect of having to design a level map hurts my head. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Conceiving Level Maps
Hi Kai, Smile. Interesting enough you might recall Cara, Willem, and I were discussing this at length almost a month back. There are different ways of doing this. Which way you choose probably depends on how good your math sskills are. Most professional game developers use bounding boxes to mathematically calculate when and where two objects meet in 3d space. This is obviously more accurate, but requires some skill with trig and geometry to pull off correctly. Fortunately, there is a less complicated way that I use to draw 2d and 3d maps. I simply use a 2d or 3d array and fill it with predefined objects like a wall, door, spikes, fire, etc and then save it to a map file. This works quite whell for me, and the method I have chosen for the G3D engine. As for saving map files I'm not sure how you would do it with something lilike BGT, but with G3D it is very straight foward and easy. Essentially, what I did is created a global world object, which contains the map array, and I fill it with objects like walls, doors, the floor, ceiling, etc. I then serialize that world object, and write it out to a *.map file. When I load a new level all the G3D engine needs to do is load that *.map file into memory and we are off. Make sense? Cheers! On 12/27/10, Kai wrote: > Greetings list. > > I've a question for you game developers who've made games involving mapped > out levels. the short of it: How do you do it? Is your map just an array of > coordinates with conditional statements that place obstacles at certain > points? Or, for games that have levels stored in files, how does that work? > > I'll admit that in this area, I'm a complete newbie, and therefore don't > really understand how to conceptualize it in my head. > > I'm trying to plan out a game, and the prospect of having to design a level > map hurts my head. > > Kai > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Conceiving Level Maps
HI, Well...you don't need conditionals for basic obstacles. If you were, say, making a simple sidescroller, you could create an array of integers and assign them all the value of 1 via a for loop. Then, you could assign selected ones other numbers, representing obstacles. I can't say about more complex systems, but that's how you'd handle a simple one. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Kai Sent: Monday, December 27, 2010 4:56 PM To: Gamers Discussion list Subject: [Audyssey] Conceiving Level Maps Greetings list. I've a question for you game developers who've made games involving mapped out levels. the short of it: How do you do it? Is your map just an array of coordinates with conditional statements that place obstacles at certain points? Or, for games that have levels stored in files, how does that work? I'll admit that in this area, I'm a complete newbie, and therefore don't really understand how to conceptualize it in my head. I'm trying to plan out a game, and the prospect of having to design a level map hurts my head. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.