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  3. Looping, Scrolling, Flat "world", like DEFENDER?

Looping, Scrolling, Flat "world", like DEFENDER?

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  • Aidan_FireA Offline
    Aidan_FireA Offline
    Aidan_Fire
    wrote on last edited by
    #6

    Yeah I’d use an array as Hamed said to store the positions and object type of all blocks and other objects across the world, then using that work out how long the world is, once you’ve passed the world limit (using the player positions start to load back from the first array value. Or actually if you don’t want to use arrays you could even just teleport the player back to the start once they reach the end, if the start of the world looks the same as the end you won’t notice the difference.

    D 1 Reply Last reply
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    • Aidan_FireA Aidan_Fire

      Yeah I’d use an array as Hamed said to store the positions and object type of all blocks and other objects across the world, then using that work out how long the world is, once you’ve passed the world limit (using the player positions start to load back from the first array value. Or actually if you don’t want to use arrays you could even just teleport the player back to the start once they reach the end, if the start of the world looks the same as the end you won’t notice the difference.

      D Offline
      D Offline
      Deeeds
      wrote on last edited by
      #7

      @Aidan-Oxley sorry for a silly question. Should teleportation be done by constantly checking (IF check each frame) the X-position of the player, and instantly jumping them to the "start" each time they cross over the x limit going in either direction?

      Jack de WildeJ 1 Reply Last reply
      0
      • D Deeeds

        @Aidan-Oxley sorry for a silly question. Should teleportation be done by constantly checking (IF check each frame) the X-position of the player, and instantly jumping them to the "start" each time they cross over the x limit going in either direction?

        Jack de WildeJ Offline
        Jack de WildeJ Offline
        Jack de Wilde
        wrote on last edited by Jack8680
        #8

        @Deeeds you could do it that way but I think the better way would be to use an empty object and use collisions for the edge of the world.

        D 1 Reply Last reply
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        • Jack de WildeJ Jack de Wilde

          @Deeeds you could do it that way but I think the better way would be to use an empty object and use collisions for the edge of the world.

          D Offline
          D Offline
          Deeeds
          wrote on last edited by
          #9

          @Jack8680 argh, thank you!!!

          Yes, that makes a lot more sense. Very moveable, too. Just pick it up and drag it, and have it partially visible during production so it's easy to drag around and change as the platform/level/world evolves. Only make it transparent when finished.

          This might seem like a stupid question... I'm talking about a semi-transparent object because that's what I'd do (import a .png with partial opacity), with my limited knowledge of hyperPad. What's an "empty object", and how do I create this?

          Jack de WildeJ 1 Reply Last reply
          0
          • D Deeeds

            @Jack8680 argh, thank you!!!

            Yes, that makes a lot more sense. Very moveable, too. Just pick it up and drag it, and have it partially visible during production so it's easy to drag around and change as the platform/level/world evolves. Only make it transparent when finished.

            This might seem like a stupid question... I'm talking about a semi-transparent object because that's what I'd do (import a .png with partial opacity), with my limited knowledge of hyperPad. What's an "empty object", and how do I create this?

            Jack de WildeJ Offline
            Jack de WildeJ Offline
            Jack de Wilde
            wrote on last edited by
            #10

            @Deeeds an empty object is an object that fills its collisions in with its colour (in this case you'd just keep it invisible). I think an admin said empty objects are better than transparent images for performance, but it's possible I've got that mixed up.

            You can add an empty object by tapping the potion bottle(?) in the bottom right corner and choosing empty object. Image:
            0_1508841358744_IMG_0312.JPG

            iTap DevelopmentI D 2 Replies Last reply
            1
            • Jack de WildeJ Jack de Wilde

              @Deeeds an empty object is an object that fills its collisions in with its colour (in this case you'd just keep it invisible). I think an admin said empty objects are better than transparent images for performance, but it's possible I've got that mixed up.

              You can add an empty object by tapping the potion bottle(?) in the bottom right corner and choosing empty object. Image:
              0_1508841358744_IMG_0312.JPG

              iTap DevelopmentI Offline
              iTap DevelopmentI Offline
              iTap Development
              wrote on last edited by
              #11

              @Jack8680 @Deeeds, @Hamed said that empty objects are better than a graphic when invisible, but worse when visible. (For performance)

              Aidan_FireA D 2 Replies Last reply
              1
              • iTap DevelopmentI iTap Development

                @Jack8680 @Deeeds, @Hamed said that empty objects are better than a graphic when invisible, but worse when visible. (For performance)

                Aidan_FireA Offline
                Aidan_FireA Offline
                Aidan_Fire
                wrote on last edited by Aidan_Fire
                #12

                @iTap-Development Sounds about right, since an image is just an image, but an empty object has to keep redrawing itself when it has a colour other than blank.

                iTap DevelopmentI 1 Reply Last reply
                1
                • Aidan_FireA Aidan_Fire

                  @iTap-Development Sounds about right, since an image is just an image, but an empty object has to keep redrawing itself when it has a colour other than blank.

                  iTap DevelopmentI Offline
                  iTap DevelopmentI Offline
                  iTap Development
                  wrote on last edited by
                  #13

                  @Aidan-Oxley you can find his post if you search empty object with itap development in the posted by field.

                  1 Reply Last reply
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                  • Jack de WildeJ Jack de Wilde

                    @Deeeds an empty object is an object that fills its collisions in with its colour (in this case you'd just keep it invisible). I think an admin said empty objects are better than transparent images for performance, but it's possible I've got that mixed up.

                    You can add an empty object by tapping the potion bottle(?) in the bottom right corner and choosing empty object. Image:
                    0_1508841358744_IMG_0312.JPG

                    D Offline
                    D Offline
                    Deeeds
                    wrote on last edited by
                    #14

                    @Jack8680 THANK YOU!!!

                    This will be a huge help to how I plan out the interactivity between player and levels, enemies and the level spaces, etc. Brilliant. CHEERS!

                    I had been ignoring this potion button, completely, since finding out that I could import transparent .png files by sending them to myself on email (from Mac to iPad) and then saving them to Photos... and importing. And it never crossed my mind to look in it after that.

                    1 Reply Last reply
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                    • iTap DevelopmentI iTap Development

                      @Jack8680 @Deeeds, @Hamed said that empty objects are better than a graphic when invisible, but worse when visible. (For performance)

                      D Offline
                      D Offline
                      Deeeds
                      wrote on last edited by
                      #15

                      @iTap-Development Cheers for this, too!

                      Hugely helpful tip. I'm flogging the physics engine, so any/all extra CPU saved is freedom to do more stuff, add more particles, use more graphics, make more sounds, etc.

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