pgu: the movie
Posted on 2005/08/28 07:58
I made a video demo of phil's game utilities to orient our graphics folks. Probably old news to most of you guys if you're reading this... :) You can watch it here. (about 8 minutes / 6MB)
Add commentYeah, I kinda figured that was reserved for the background tile. I think I understand the codes now. That might come in handy. Thanks!
Ha. Looks like my math is wrong when I'm saying the number of tiles that fit on a screen. Oh well. I was up late. :)
just to answer a few questions you asked during the movie
- the top left corner tile doesn't appear because i generally assume it is going to be totally transparent, or the default background tile, i may change that in the future.
- codes are useful if you wish to define where your enemies appear separate from the look of your level (see the examples/level.tga, and see how the codes position where the enemies and player starting position are). they are not required -- you may do what you said in the video, just define tiles that indicate enemy and player locations. codes may also be used as parameters, say you let the first 5 codes be numbers, you could have one code for "green badguy" and next to it require two codes, one for it's initial vertical velocity and another for how many hits it can take. again, that kind of stuff is not required to make a game, but if you want to use codes for extra information they are available. the programmers are the ones who have to make the codes do something, as tilevid does not define what codes are for.
- to move around the level, click and drag with your middle mouse button (or use the leveledit options --sw, --sh to make your screen bigger so that the whole level can appear without scrolling.)
thanks for making this movie. it was fun to watch.