View Full Version : My technique for making a scrolling level

02-08-2011, 09:09 PM

Here is a short tutorial level demonstrating one way of making a scrolling level.


Feel free to give feedback if you find it helpful or not, or if anything needs to be made clearer.

04-03-2011, 11:59 PM
Hey, just checked out your tutorial, to see if it was anything like the idea I had come up with. It's very similar, except the frame I made was holographic material set on fire. This way, the player can be their own sack person, you can use all 3 planes, the frame won't crash into any obstacles, but you'll die if you try to leave the screen (similar to the Hedge Hopping level in Da Vinci's Hideout). For a survival scroller like Hedge Hopper, make a stationary frame, and make a sequencer to emit obstacles that move from right to left.

04-05-2011, 10:22 PM
I'll try it in a bit,not played with the game for a while,had issues with my disk drive and loaned it out.

From memory,what I did when I started making a side scrolling shooter,was make a holo rectangle.Cut it into 4 sections Top,Left,Right,Bottom.Each section had a Tag that activated an override logic,this prevented the ship from passing the holo,yet retaind movement in any other direction.It also allowed any other object past.
I had it set up so the background would scroll,and not the player.It would stream (emit) the level and I rember testing one section for over a hour and my thermometer never went up.

I'll get on and post some pics.

Here we go,forgot how big the level chunks were :) couldn't fit in holo box

This is the bottom right of the box,as you can see the clouds pass through.


The right Tag and blocking logic.


The logic is really simple,I have the movement inputs on the stick or Dpad.if your only using the stick you can do away with the first two gates.
The green impact sensors are for Top/Bottom.Those are tag labelled.
Red is Left/Right,again Tag labelled.
Hook them to a combine,then into the XOR.Take the Up/Down input from the pad and plug into the same XOR.Then output into the Up/Down of the advanced mover.
If you hit the Top part of the holo it blocks you,as soon as you press down you can move down.You still retain full Left/Right movement.

Do the same with the Left/Right impact sensors,and it's done.

This is my streaming process in action.


As you can see in the first image,the chunks emit a slight distance apart (even further apart when first emitted)
By the second image they're touching.

What I did here was use the chunk entering the holo as a brake for the next piece.As soon as the impact sensor on the chunk hit's the holo it uses a slower mover.And it's timed in a way that works.


This is the "bin" were every thing I dont need gets deleted,saves up thermometer and means this can stream forever,I swap in any number of backgrounds at any point and never worry about space.
I had it flying left,nose diving,top down over a city,climbing into space were i'd stream in the boss.


Again it's impact sensors and Tags with a destroy command.

04-06-2011, 03:04 AM
might you guys know how to make a level that scrolls upward like the addicting iPhone game falldown?

04-06-2011, 08:26 AM
My guess: Exactly the same kind of mechanic, but up!

04-06-2011, 12:41 PM
might you guys know how to make a level that scrolls upward like the addicting iPhone game falldown?

Set it up so it streams from Top to Bottom.With that level I was working on,I just rotated the camera 90.It looked like it scrolled from Top to Bottom,and I hid the transition behind a cutscene.