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MODULE 10 Platforms

MODULE 10 Platforms. Data Representation. http:// www.youtube.com/watch?v=krHXu21nzlc http:// www.youtube.com/watch?v=7cXEOWAStq4 Data Representation refers to the methods used internally to represent information stored in a computer. Computers store lots of different types of information:

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MODULE 10 Platforms

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  1. MODULE 10Platforms

  2. Data Representation • http://www.youtube.com/watch?v=krHXu21nzlc • http://www.youtube.com/watch?v=7cXEOWAStq4 • Data Representation refers to the methods used internally to represent information stored in a computer. Computers store lots of different types of information: • numbers • text • graphics of many varieties (stills, video, animation) • Sound • All information stored in a computer is represented by a “0” or a “1”

  3. Data Collection • Data collection: obtain information to keep on record, to make decisions about important issues, or to pass information on to others • This is what we do with your grades and exams at school • Gaming companies collect data from people to see what type of game or what features in games • They also record players when playing games to see how they react to certain events

  4. What are Platforms • http://www.youtube.com/watch?v=-KDEWJyQEdk • Platforms are obstacles that can effect your game • Most often your player cannot go through them • You will start building and placing platforms. • We are going to make • Floors • Walls (east and west sides of your map) • Ceilings

  5. Floor Sprite • Pixel size: 480x50 • Will go on the Y0 level • Name all of the sprites: Flr X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The -165 moves the sprite down on the Y-axis so it appears at the bottom

  6. Floor Sprite Continue…. • Create Floor Sprites for all of your sprites that are on the Y0 level. • For example: • See next slide

  7. West Wall • Pixel size: 50x360 • These walls will go on all sprites on the X0 level. Name all of the sprites: WW X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The -240 moves the sprite left on the X-axis so it appears at the left side of the screen

  8. West Wall Sprite Continue…. • Create WW Sprites for all of your sprites that are on the X0 level. • For example: • See next slide

  9. Ceiling Sprite • Pixel size: 480x50 • Will go on the Y5 level (yours could be higher) • Name all of the sprites: Ceil X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The 165 moves the sprite down on the Y-axis so it appears at the top

  10. West Wall • Pixel size: 50x360 • These walls will go on all sprites on the X0 level. Name all of the sprites: WW X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The -240 moves the sprite left on the X-axis so it appears at the left side of the screen

  11. Ceiling Sprite Continue…. • Create Floor Sprites for all of your sprites that are on the Y5 level. • For example: • See next slide

  12. East Wall • Pixel size: 50x360 • These walls will go on all sprites on the X5 level. Name all of the sprites: EW X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The 240 moves the sprite left on the X-axis so it appears at the right side of the screen

  13. East Wall Sprite Continue…. • Create EW Sprites for all of your sprites that are on the X5 level. • See next slide

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