Hi all,
So after a little bit of a break I'm back to making another game. The last 2 games were linear, stage based. So i would build the stages in GIMP as a whole, then constrain the camera based on a value that represented which "chunk" of the stage the player was on. I also did these on separate frames, so for instance my last game had 10 stages, so it was 10 individual frames. Worked out perfectly. Now I'm making a metroidvania (actually, remaking an ACTUAL metroidvania lol) and tried a different approach which is working great so far. Trying to sum this up as short as possible; I've got my frame that i have all the games objects set to 5000x5000, just to make sure in one area i'll never run out of space. I've added an active object that is the blockout of the ground/wall collisions, with the animation speed at 0, and it changes frames depending on which "room" the player enters/exits. In reality, it's all being done on the top left of the frame, but gives the illusion that you're actually traveling further and further into the game. I've only done with with around 4-5 rooms so far, basic, no decoration yet. Just the collision for the player/enemies. My question is, with this approach, if anyone has used it before or something similar - is this feasible in the long run? Have you had any major pitfalls along the way that just made it not worth it? Again, so far its working great, but i'd hate to be halfway finished with the game and it break because of this. Right now, in my mind the hardest thing would be keeping things organized lol, there are a total of 962 rooms so....yeah. A LOT to keep track of lol
EDIT : i know that array's are suggested like crazy, so that should say that they are powerul and a great thing to use. But i can't wrap my brain around them at the moment lol. I've looked into them several times and it was like Greek to me. That's why i'm trying this approach. I'm thinking it would work out fine saving/loading the room data from an ini to put the player where they need to go.