garlandpool
03-14-2008, 08:40 PM
I'd like some help knowing what the standard practice is for a little problem with making full size levels in flash.
Let me try to explain what I mean here. If I make a full size level that is going to scroll to the left as I move my player, such as with the classic Mario Bro's games, I run into problems trying to fit it all on the screen and moving it around when I try to add more stuff to the right. Drawing the first scene that will fit in the window is no problem...but as I start trying to scroll to the right and draw more stuff, I can't add it. Well, I actually can if I just drag my paint brush off the stage to the right, then when I let up, because there is new brush strokes that now exist off to the right, it will let me scroll further. But it's annoying to have to do it this way. Does anyone know what most of the pro's do to overcome this problem?
What I have done to try to solve it is create levels that are 1/10 their real size and use _xscale = 1000; _yscale = 1000; to magnify them during playtime. But this has caused all my math to be more confusing when trying do hitTests and stuff. So, I am calling out for help here. What do most "normal" game makers do?
Let me try to explain what I mean here. If I make a full size level that is going to scroll to the left as I move my player, such as with the classic Mario Bro's games, I run into problems trying to fit it all on the screen and moving it around when I try to add more stuff to the right. Drawing the first scene that will fit in the window is no problem...but as I start trying to scroll to the right and draw more stuff, I can't add it. Well, I actually can if I just drag my paint brush off the stage to the right, then when I let up, because there is new brush strokes that now exist off to the right, it will let me scroll further. But it's annoying to have to do it this way. Does anyone know what most of the pro's do to overcome this problem?
What I have done to try to solve it is create levels that are 1/10 their real size and use _xscale = 1000; _yscale = 1000; to magnify them during playtime. But this has caused all my math to be more confusing when trying do hitTests and stuff. So, I am calling out for help here. What do most "normal" game makers do?