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  Background image in a 2d platform game  (Read 635 times)
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Offline Muteking

Senior Newbie





« Posted 2013-07-22 19:39:18 »

Whazzup guys.
So I'm doing my first Java Game. I've got a single screen with a character moving and jumpin around. I would like to do a scrolling map like Super Mario or Sonic, with hills and stuff.
Basically, I'm trying to understand how to implement that. If somebody knows a good tutorial about it, I will study that!
Offline Andre Lopes
« Reply #1 - Posted 2013-07-22 19:41:44 »

http://www.youtube.com/channel/UC3ZN1N_OD5XZpKf9vlTHddg
Offline Oskuro

JGO Knight


Medals: 39
Exp: 6 years


Coding in Style


« Reply #2 - Posted 2013-07-23 11:56:18 »

it's called "Parallax scrolling", plenty of info out there, start here.

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Offline Muteking

Senior Newbie





« Reply #3 - Posted 2013-07-23 18:34:19 »

Oskuro, as I've understood, I should just paint single tiles (maybe in three different layers as the link you posted) and then combine them back in the code.
The concept is fairly easy. What I'm still unsure about is the workflow. I come from a painting background, I imagine that life would be a lot easier if I could paint the map as I see it and only then disassemble all into tiles.
I apologize if I'm being too vague, but I'm still at the beginning.
Offline Oskuro

JGO Knight


Medals: 39
Exp: 6 years


Coding in Style


« Reply #4 - Posted 2013-07-28 20:34:20 »

The workflow isn't that different from drawing foreground and background elements separately for an art piece, say you want to draw a dragon flying, and have a mountain on the background. You'll probably draw the dragon independently, and then google (or draw) a few nice mountains to set as background, and finally assemble both layers in the art program.

To create a decent parallax background, you only need draw a background that's larger than the screen size (either a single image or make it through tiles) and then draw it behind everything else, moving it according to the parallax formula.

You can then add extra layers with different speeds as needed.

It really isn't that hard, just take a good look at games that do it, and you'll soon enough begin to see the pattern.

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