![]() (Not a tile-based game, use the Custom Terrain tool!)įor information on how to import tiles and work with our Tile Editor, read our article on that. What if you’re building a game where tiles are inappropriate, as pictured below? You’re able to define custom terrain to satisfy this use case. You can define tiles as triangles and any kind of convex polygon in order to support slopes and other complex forms of terrain. We can make a rich landscape out of this. You’ll find that with tiles, virtually any kind of land form can be re-created with ease. Tiles are a cheap, reusable way of creating worlds. After a while, you’d run out of space trying to pre-render all of that! It would be impractical to create separate sprites for each land mass. Why are tiles a great way to build levels? Imagine that you’re building an action game such as this: Tiles are spaced equally apart - by the tile size.Much like the tiles on your kitchen counter or bathroom, Tiles in a game are uniformly sized pieces of land that conform to a grid. What are the building blocks of a scene? The scene’s terrain or “land” is typically made up of Tiles. Switching scenes involves an "outgoing" transition (such as a fade out), the scene you are switching to, and then an "incoming" transition (such as a fade in). Switching scenes is described later in this chapter, but in short, use the following blocks to switch scenes. Putting this together, scenes can be thought of as various states in a game that you transition between, like a story. ![]() When you play through the first level and reach the flagpole at the end, there’s a brief victory sequence, and then Mario proceeds to the next level. Think about a game such as Super Mario Bros. This article talks about the fundamental concepts of Scenes. Scenes are where everything in a game takes place. Looking instead for a guide on how to use our Scene Designer? Contents
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