Pixel perfect + many resolutions = difficult If this works I'll have to redesign my scene based on your idea and my findings, but this should help for future development(s) for pixel based games. I'll create a little test program for this tonight, and post back here if I need advice sngdan, as you have done a little more on pixel perfect(for this type of game) than I have so far. I guess, I should of thought of that, mind you my other games and my released title( zoom's based on a 64px tile). So by changing the PPU (pixels per unit), this effectively should allow me to move 1,2,3,4. You should not only make the position but also the animation frame rate that's some really nice suggestion's, normally what I do, is a load of tiles, use my own tile editor to place them and hay presto, you have a map, but in this instance I changed my mind as they don't really form to a grid pattern, the original Arcade version you see "I've got the NES Maps" is a different size(ladders are not as large) to the NES version I have, so I redesigned the map using photoshop as a single png from looking at the youtube video, to match in with the original, although its tiny 200x170 I believe or not much bigger. I am not good at looking at other peoples code, with regards to frame rate independent, use ltaTime.
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