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MODULE 10 Platforms. Data Representation Data Representation refers.

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Presentation on theme: "MODULE 10 Platforms. Data Representation Data Representation refers."— Presentation transcript:

1 MODULE 10 Platforms

2 Data Representation Data Representation refers to the methods used internally to represent information stored in a computer. Computers store lots of different types of information: numbers text graphics of many varieties (stills, video, animation) Sound All information stored in a computer is represented by a “0” or a “1”

3 Data Collection Data collection: obtain information to keep on record, to make decisions about important issues, or to pass information on to others This is what we do with your grades and exams at school Gaming companies collect data from people to see what type of game or what features in games They also record players when playing games to see how they react to certain events

4 What are Platforms KDEWJyQEdk KDEWJyQEdk Platforms are obstacles that can effect your game Most often your player cannot go through them You will start building and placing platforms. We are going to make – Floors – Walls (east and west sides of your map) – Ceilings

5 Floor Sprite Pixel size: 480x50 Will go on the Y0 level Name all of the sprites: Flr X-Y Use your Coordinates for the name The Coordinates will be the multiplier The -165 moves the sprite down on the Y-axis so it appears at the bottom

6 Floor Sprite Continue…. Create Floor Sprites for all of your sprites that are on the Y0 level. For example: See next slide

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8 West Wall Pixel size: 50x360 These walls will go on all sprites on the X0 level. Name all of the sprites: WW X-Y Use your Coordinates for the name The Coordinates will be the multiplier The -240 moves the sprite left on the X-axis so it appears at the left side of the screen

9 West Wall Sprite Continue…. Create WW Sprites for all of your sprites that are on the X0 level. For example: See next slide

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11 Ceiling Sprite Pixel size: 480x50 Will go on the Y5 level (yours could be higher) Name all of the sprites: Ceil X-Y Use your Coordinates for the name The Coordinates will be the multiplier The 165 moves the sprite down on the Y-axis so it appears at the top

12 West Wall Pixel size: 50x360 These walls will go on all sprites on the X0 level. Name all of the sprites: WW X-Y Use your Coordinates for the name The Coordinates will be the multiplier The -240 moves the sprite left on the X-axis so it appears at the left side of the screen

13 Ceiling Sprite Continue…. Create Floor Sprites for all of your sprites that are on the Y5 level. For example: See next slide

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15 East Wall Pixel size: 50x360 These walls will go on all sprites on the X5 level. Name all of the sprites: EW X-Y Use your Coordinates for the name The Coordinates will be the multiplier The 240 moves the sprite left on the X-axis so it appears at the right side of the screen

16 East Wall Sprite Continue…. Create EW Sprites for all of your sprites that are on the X5 level. See next slide

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