Torque Game Builder – Scroller Tutorial

Introduction


In this document, you will learn how to set up background images for use in a scroller. Controlling the speed and getting that cool parallax scrolling effect are of course topics that will be covered.


Alright, let’s see how to get some stuff up on the screen!


Opening a Project


We will begin by loading up TGB and opening the TutorialBase project. If yous till have TutorialBase as your current project, great! If not, go to File > Open Project... (Figure 1) and locate games/TutorialBase/project.t2dproj



Figure 1



You should now have an empty screen with the default starter art content (next page, as shown in Figure 2):


Figure 2



Learning the Basics


To start off, grab the dusk_skyImageMap (as shown in Figure 3) from your Static Sprites rollout. Drag it into the scene view. We'll be using this as the background, so drag its sizing handles until it completely covers the camera view (next page, as shown in Figure 4).


Figure 3




Figure 4



Before we leave the edit tab, in the same section of the rollout (Scene Object) change the layer to 30 (as shown in Figure 5).



Figure 5




Note: TGB uses a layer system to determine which items in a game are going to be viewed in front of everything and which items are going to be viewed behind everything. TGB has 32 layers to choose from – the smaller the layer number, the more in front the object is. All objects when they are initially brought into the level default at layer 0 – the front-most layer.

OK, back to the create tab! Let's add our first Scroller object. In the Scroller rollout, drag the cloud in the list into the scene view (as shown in Figure 6).


Figure 6



With the cloud still selected, click on the edit tab again. Now we can edit the properties of this object.



Figure 7

In the Scene Object rollout, edit the position to 0, -35, the size to 200, 75, and the layer to 5 (as shown in Figure 7).

If you are using a Design Resolution of 1024x768, your clouds should now look like the picture below (as shown in Figure 8). If you are using a different resolution, try and match your objects in size and position as the following examples are shown.


Figure 8



Now it's time to actually do what we set out for in this tutorial – make it scroll! In the rollout named Scroller (at the top just above Scene Object), you can see fields for editing the basic properties of scrolling. Let's start simple and just play with the speed. For this to look good, let's set the X scroll speed to 5. And surprise, you can actually see it scroll in the scene view! Feel free to play around with the speed. When you are done, set it back to 5 (as shown in Figure 9).


Figure 9



At this point, let's save what we have as a level named "Scroller". If you are unsure of how to do save your level, click here.If you are unsure of how to do save your level, click here.



Good, our level is now saved. If you want, you can now click on the play button in the toolbar and see our simple level as it appears in game (as shown in Figure 10).



Figure 10



Now that we have the basics down, let's get working on a much nicer looking level!


Turn it up a Notch


Combined with TGB's multiple layer capabilities, we can create some great looking scrolling levels. Let's continue with the level we have and add more.



From the Scroller rollout, drag the hills (dusk_nearScrollImageMap)  into the scene view (as shown in Figure 11). Set the position, size and layer (as shown in Figure 11 and Figure 12).


Figure 11


Figure 12




Go back to the create tab, and drag the mountains scroller (dusk_farScrollImageMap ) into the scene view (as shown in Figure 13). We want to have this appear behind the grass scroller. Set the position, size and layer (as shown in Figure 14).


Figure 13


Figure 14


Following the same procedure we've been using, add the tree as a scroller, so that it looks like Figure 15.


Figure 15

Now, in the Edit tab, set the tree's Scroll Speed X to 10. It scrolls alright, but only within its boundaries (see Figure 16).  In order to make it scroll across the whole screen, stretch the scroller so that its boundaries are outside the camera view. Now it reaches across the screen, but it's a bit deformed. To fix this, go back to the Scroller area in the Edit tab and change the Repeat X to 2. This tells the scroller to repeat its graphic twice along the X axis. Experiment with some different values in Repeat X if you want to see examples of this. Your scene should now look like Figure 18.


Figure 16


Figure 17

 


Figure 18


Figure 19

Get it Moving


Let's turn on scrolling for all of the objects in the scene now.  Here are some Scroll Speed X values to start with:

Tree

10

Hills

10

Mountains

5

Clouds

3

Feel free to experiment with other values.  Just remember that the further away something is, the slower it seems to move... so the more distant objects in the scene should always have lower scroll values. When you are happy with what you have, remember to save and press the play button to see your level in all it's scrolling glory (as shown in Figure 20).


Figure 20

Conclusion


Hopefully everything important about scrollers is clear to you now. Keep in mind that to add an image to the scroller rollout, the image map has to be in Full mode, not Cell. Also, scrollers will display correctly only if their dimensions are powers of 2 (i.e. 256 x 512, 64 x 64 etc.) If you have done other basic tutorials, you can add a “player” sprite to the mix and get a good feel for how a potential scrolling game might play. For another great example, load up the scroller demo and take note of how it handles scrolling backgrounds. Instead of scrolling objects, tile layers with wrapping turned on (through scripting) are used, which is a more advanced technique.

Thanks for reading!

Revision 1.2

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