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@Ulillillia: Im assuming those fundamentals are covered in the tutorial. It will probly take a while for me to learn even the basics.
28,000 lines... and if you make one mistake the whole games screwed... sounds like fun.




If you go to the downloads page, you'll see the C-script tutorial. Try using it once, if you haven't already. Although it covers things using the 3D part of the engine, it should, at least, cover the main fundamentals.

And having 28,000 lines is nothing compared to the bigger Gamestudio projects around (and other games made), of which could easily have more than ten times that (even over a million lines for the most advanced commercial games). And no, if one line is faulty, the compiler tells you of the script error. Just go to the line number mentioned in the first error and check the surrounding area for the error and fix it. Fixing syntax errors is often the easy part. Fixing bugs, well, that's much more difficult. Some bugs are easy (such as because you add instead of subtract (I've had this quite a few times)), but some can take a long time to figure out (I have one bug with the speed blast that I cannot yet explain).



For a basic understanding of simple 2D games like those from the Genesis era, remember that, if you go toward the right, the background slides to the left and if you go up, the background moves down. I use a concept called "scaling" which basically sets the size and distance of objects. If you've played Sonic 3 on the Sega Genesis (or GameCube in the "Sonic Mega Collection" system) and you've been to Launch Base Zone act 1, the vertical scaling is 16. This means that, for every 16 pixels the "camera" moves, the background moves just 1 pixel. Naturally, the scaling is always the same on the horizontal and vertical, a pricipal the classic Sonic games very rarely used (which gives an unrealistic feel).

My 2D game's furthest mountains have a scaling of 2400. For every 2400 coordinate units moved, the furthest mountains move just 1 pixel. The closest buildings have a scaling of 8 and thus they appear to move 300 times faster than the furthest mountains. The visibility, by default, is 2700. You should also know that objects up close appear in front of objects further away. Scaling times pixel height gives how tall the object is in coordinate units. I define the coordinate unit as the distance travelled at 1 mph for 1/10 of a second (after my 2D animations I've been making since late 2001 or so). This makes acceleration calculations much easier to work with.

I'm now done with updating the mountains and now I'm working on the hills which are in front of the mountains and not as tall.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials