Discuss Scratch

Emad3423
Scratcher
49 posts

Is there is a simple way to make levels ?

I have a problem making a game levels, like finding out a difficulty making new sprites and backgrounds for every level ,, do you have an easier way to make levels ?

Last edited by Emad3423 (Dec. 21, 2015 13:49:35)

deck26
Scratcher
1000+ posts

Is there is a simple way to make levels ?

Whether you need new sprites, background etc obviously depends on the type of game you're making. If you decide your game needs a different background for each level there's no way round setting that up!

I'm not really sure what you're asking.
dimitrip
Scratcher
500+ posts

Is there is a simple way to make levels ?

Hi.

First levels of games usually are some training sessions
.

You teach user how the hero can move, attack, protect, hide, jump or double-jump, crawl, swim, etc. Means step by step you propose to the player, scenes where those actions must be mastered, before going to next level.

Alternatively or in parallel, the team of “bad” sprites is progressively met during the first levels.
For example, simple obstacles that have to be crossed over, then fixed obstacles which lead to die, then dumb AI, then smart AI's, then eventually the big chief, etc.

For making the job more clear for the player, you can introduce the new moves or the new enemies by explaining with text or animations what they are, and how to use them or how to counter them.

When your player is ready (when he has passed the early training stages), he can begin with the serious ones.

“Next level” there can mean that:
- there are more obstacles
- there are more AI's, or they appear faster, or their freeze (inhibition) time is reduced, or they shoot more often…
- there are more things to rescue (eventually)
- overall game speed (your hero's speed and the AI's speed) accelerates
- relative AI speed (compared to your hero's) increases
- AI's become smarter
- sequence of moves or combination of special actions become more and more complex (many kinds of maneuvers must be performed by your hero; many triggers to put into action in order to open the way out)
- eventually, the hero must (or better should be) be equipped with enhanced weapons he (she) collected during the previous levels
- etc.

So actually you don't have to program with different algorithms the different stages. You just choose, for each stage, the amount, the position and the characteristics of the AI's, the objects, and the scene. And all these parameters (or quite) can be stored in lists.
I also recommend that you don't manage your scenes with backdrops, but rather with sprites.

Finally, don't forget that your whole game should be a kind of “story”. That is, each level better should be like a chapter of a book. Chapters logically follow each other and are interdependent (objects you collected in previous levels can be used later, or your hero progresses in a well-defined space: a castle for example, or a city, etc.). It should be always clear to the player where he currently is, so that he knows his current progress in the global quest. For this reason, several programmers add a “game map” that can show overall progress in the game (a path with all levels passed, and the remainders of levels to be passed).

Hope it helps.

Greetz.

Dimitri

Last edited by dimitrip (Dec. 21, 2015 16:33:45)

Emad3423
Scratcher
49 posts

Is there is a simple way to make levels ?

deck26 wrote:

Whether you need new sprites, background etc obviously depends on the type of game you're making. If you decide your game needs a different background for each level there's no way round setting that up!

I'm not really sure what you're asking.
Thanks !

dimitrip wrote:

Hi.

First levels of games usually are some training sessions
.

You teach user how the hero can move, attack, protect, hide, jump or double-jump, crawl, swim, etc. Means step by step you propose to the player, scenes where those actions must be mastered, before going to next level.

Alternatively or in parallel, the team of “bad” sprites is progressively met during the first levels.
For example, simple obstacles that have to be crossed over, then fixed obstacles which lead to die, then dumb AI, then smart AI's, then eventually the big chief, etc.

For making the job more clear for the player, you can introduce the new moves or the new enemies by explaining with text or animations what they are, and how to use them or how to counter them.

When your player is ready (when he has passed the early training stages), he can begin with the serious ones.

“Next level” there can mean that:
- there are more obstacles
- there are more AI's, or they appear faster, or their freeze (inhibition) time is reduced, or they shoot more often…
- there are more things to rescue (eventually)
- overall game speed (your hero's speed and the AI's speed) accelerates
- relative AI speed (compared to your hero's) increases
- AI's become smarter
- sequence of moves or combination of special actions become more and more complex (many kinds of maneuvers must be performed by your hero; many triggers to put into action in order to open the way out)
- eventually, the hero must (or better should be) be equipped with enhanced weapons he (she) collected during the previous levels
- etc.

So actually you don't have to program with different algorithms the different stages. You just choose, for each stage, the amount, the position and the characteristics of the AI's, the objects, and the scene. And all these parameters (or quite) can be stored in lists.
I also recommend that you don't manage your scenes with backdrops, but rather with sprites.

Finally, don't forget that your whole game should be a kind of “story”. That is, each level better should be like a chapter of a book. Chapters logically follow each other and are interdependent (objects you collected in previous levels can be used later, or your hero progresses in a well-defined space: a castle for example, or a city, etc.). It should be always clear to the player where he currently is, so that he knows his current progress in the global quest. For this reason, several programmers add a “game map” that can show overall progress in the game (a path with all levels passed, and the remainders of levels to be passed).

Hope it helps.

Greetz.

Dimitri

Helped a lot ! Thanks
mrbobbygreathead
Scratcher
1000+ posts

Is there is a simple way to make levels ?

The background can be made with the pen tool.

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