Module 10 platforms
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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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Module 10 platforms

MODULE 10Platforms


Data representation

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”


  • Data collection

    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


    What are platforms

    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


    Floor sprite

    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


    Floor sprite continue

    Floor Sprite Continue….

    • Create Floor Sprites for all of your sprites that are on the Y0 level.

    • For example:

    • See next slide


    West wall

    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


    West wall sprite continue

    West Wall Sprite Continue….

    • Create WW Sprites for all of your sprites that are on the X0 level.

    • For example:

    • See next slide


    Ceiling sprite

    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


    West wall1

    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


    Ceiling sprite continue

    Ceiling Sprite Continue….

    • Create Floor Sprites for all of your sprites that are on the Y5 level.

    • For example:

    • See next slide


    East wall

    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


    East wall sprite continue

    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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