custom resolution stages

Gurtag

Active member
hey ppl, is it posible to force custom resolution on an specific stage? for example, i use standard resolution on video txt but would like a stage x to have a diferent/custom resolution, can it be done?
 
damn, the sprite resizing might do the trick for one level i am planing but wont for otter, i gess i would have to consider changing resolution entirely, thanks a lot for the imput guys.
 
hey there, will try

this is how standard level looks like, i am fine with it, dont want to change it unles i have no otter choice
thump_9897554emptee-0001.png


this is how an specific stage i want to look like
thump_9897558emptee-0002.png


also, an otter question, what is the general way to set up a climb, upward scroling platformer level?
i tryed set up this level with direction up and down, but the camera get stuck at the top of the level and does not scroll i would like the level to start at the bottom and scroll up, also how do i code it so the player cant walk up or down but rater scroll the level when jumping to platforms?
thump_9897560pit-climb.jpg

 
this is how an specific stage i want to look like

Well, a nice trick to create that stage is to use weapon model specifically sized for that stage. This will require creating special enemies and obstacle for that stage though

what is the general way to set up a climb, upward scroling platformer level?
also how do i code it so the player cant walk up or down but rater scroll the level when jumping to platforms?

The general way to set any platformer is to set a level with same zmin and zmax. With same zmin and zmax, player can't walk up nor down
Example from a vertical level in Contra : Locked 'N' Loaded:

Code:
z	1562	1562
file	data/levels/indtower.txt

This z setting is way bigger than horizontal levels i.e z 222 222 to allow player to go through all parts of the vertical levels


i would like the level to start at the bottom and scroll up

Aside of setting proper zmin and zmax as above, you'd need some script to set starting spot. By default, players start from below however camera starts from above, so you need script to drop camera below like this:
Code:
spawn	empty
@script
void main()
{
    changeopenborvariant("ypos", 500);
}
@end_script
coords	320 170
at	0

you can change 500 to any value you need. I could give you suggestion but you only posted a thumbnail instead of whole panel
 
yes of course, it was just for showing what i ment, about the camera starting point script, is there a step by step guide of how to implement it? i am kind of dull when it comes to script stuff, btw sorry for the thumbnail, i made and error when coping the link i gess, the stage resolution is 320x700 just for testing right now.
 
no no, i ment how to implement the script to force camera position at the bottom on the climb level, sorry if i am dificult to undestand my inglish bad i am very sorry, thanks for all the help
 
That's simple, you need to implement the script on entity you spawned at 0
The example I've shown you before:
Code:
spawn	empty
@script
void main()
{
    changeopenborvariant("ypos", 500);
}
@end_script
coords	320 170
at	0

empty entity is just a blank entity. You can use other entity if you'd like. The most important part is the entity is spawned early in the vertical level
 
The script works from level texts so no need to put it anywhere else

BTW are you declaring this tall background image as background or panel? for vertical level, you must declare it as panel

[couple days later]

I've just remembered that there are examples for vertical level in Blank 2D mod, you can get it here. It doesn't have script to move camera yet but the vertical level is working as designed
 
thanks a lot for the info man, have put a side the vertical level for the time beeing but will def look in to that example to have a better idea of how it works
 
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