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 Post subject: Planning a platform game
PostPosted: Mon Sep 03, 2012 3:22 pm 

Joined: Fri Dec 09, 2011 6:27 am
Posts: 67
For years, I've used REALbasic / Real Studio for fairly straightforward and stationary apps - business apps and strategic board games etc. Now, I'd like to have a go at creating a pretty traditional 2D platform game and I'm interested in any thoughts or strategies for this.

The game will be made up with a number of rooms. The game won't scroll - each room will have the main character moving around platforms plus several "bad guys" moving back and forward in a loop. Obviously I will need to detect collision with the bad guys or other items that will hurt the character. When the character leaves the room, the next room is loaded into view.

I'll not be starting coding for a few weeks but I'd love to hear anyone's thoughts on how I should go about this. Should I make my own game engine from scratch or are there technologies I should take advantage of? I know this is all a bit vague, I'm just interested in general opinions. (And yes, I do want to use Real Studio for this)

Xcode and Real Studio developer. Using Real Studio since RealBasic 1.0

 Post subject: Re: Planning a platform game
PostPosted: Wed Sep 05, 2012 10:21 pm 

Joined: Mon Feb 05, 2007 11:35 am
Posts: 98
Depending on how many sprites are onscreen at once, I'd explore the Canvas first. Building everything on a regular grid will help with collision detection, but there's many ways to skin that beast.

The only RealStudio-based engine I'd recommend taking a look at is TinRocket's SuperSpriteSurface: Haven't looked at it in a while, though.


Jeff Quan
My RBGL replacement classes:

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