I do have a question about using the background system box however. If I have a large level, how is that going to work if I have a huge image? Wouldn't that cause a performance hit?
Printable View
I do have a question about using the background system box however. If I have a large level, how is that going to work if I have a huge image? Wouldn't that cause a performance hit?
Would be nice if we could specify which layer is the main game layer to calculate the collision mask. That way you could have layer 1 be the background scrolling and layer 2 the main game layer. That would solve the issue of layers and slowdown I would think. And would make for really easy parallax without cause for worry.Quote:
Originally Posted by DavidN
I guess the best thing to do is to put all the collisions, detectors etc on layer one and have all the actual graphics on layer 2 or above.
At least that's how I have it set up - with the addition of other layers: layer 2 for far background (sky, mountains), layer 3 for the player, NPC layer and all the worldly graphic, next layer is for the masks etc and another layer for the interface.