{"id":144,"date":"2015-06-12T10:48:06","date_gmt":"2015-06-12T10:48:06","guid":{"rendered":"http:\/\/headbangames.com\/devblog\/?p=144"},"modified":"2016-06-14T07:30:15","modified_gmt":"2016-06-14T07:30:15","slug":"devblog-part-7-building-and-designing-the-levels","status":"publish","type":"post","link":"https:\/\/headbangames.com\/devblog\/devblog-part-7-building-and-designing-the-levels\/","title":{"rendered":"Devblog part #7 \u2013 Building and designing the levels."},"content":{"rendered":"<p>As I mentioned before in <a href=\"http:\/\/headbangames.com\/devblog\/devblog-part-4-working-with-tiles-and-memory-management\/\">devblog part 4<\/a>, I am building the game and designing the levels around a 32&#215;32 tilemap,<br \/>\nthis makes it much easier to build the levels and place the platforms, on some levels I\u00a0went down to a 16&#215;16 grid and there are some occasions where I\u00a0place the objects outside the grid, usually when they are not rendered in power of 2, like the door for example or the key if I want to place it on the floor.<\/p>\n<p><a href=\"https:\/\/i0.wp.com\/headbangames.com\/devblog\/wp-content\/uploads\/2015\/06\/screen1.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-145 size-full\" src=\"https:\/\/i0.wp.com\/headbangames.com\/devblog\/wp-content\/uploads\/2015\/06\/screen1.png?resize=621%2C620\" alt=\"screen1\" width=\"621\" height=\"620\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p><a href=\"https:\/\/i0.wp.com\/headbangames.com\/devblog\/wp-content\/uploads\/2015\/06\/screen2.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-146 size-full\" src=\"https:\/\/i0.wp.com\/headbangames.com\/devblog\/wp-content\/uploads\/2015\/06\/screen2.png?resize=621%2C620\" alt=\"screen2\" width=\"621\" height=\"620\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p><a href=\"https:\/\/i0.wp.com\/headbangames.com\/devblog\/wp-content\/uploads\/2015\/06\/screen3.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-147 size-full\" src=\"https:\/\/i0.wp.com\/headbangames.com\/devblog\/wp-content\/uploads\/2015\/06\/screen3.png?resize=621%2C620\" alt=\"screen3\" width=\"621\" height=\"620\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p>In this level you can see an example for the pushing fan, the yellow\u00a0box represents\u00a0the affected area, I have 2 variables on each of these boxes, pushX and pushY so I can push the player in all possible directions, this obviously happens only when the player overlaps the box area.<\/p>\n<p><a href=\"https:\/\/i0.wp.com\/headbangames.com\/devblog\/wp-content\/uploads\/2015\/06\/screen4.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-153 size-full\" src=\"https:\/\/i0.wp.com\/headbangames.com\/devblog\/wp-content\/uploads\/2015\/06\/screen4.png?resize=840%2C286\" alt=\"screen4\" width=\"840\" height=\"286\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>As I mentioned before in devblog part 4, I am building the game and designing the levels around a 32&#215;32 tilemap, this makes it much easier to build the levels and place the platforms, on some levels I\u00a0went down to a 16&#215;16 grid and there are some occasions where I\u00a0place the objects outside the grid, &hellip; <a href=\"https:\/\/headbangames.com\/devblog\/devblog-part-7-building-and-designing-the-levels\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Devblog part #7 \u2013 Building and designing the levels.&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":1436,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"Devblog part #7 \u2013 Building and designing the levels. http:\/\/wp.me\/p6gGzZ-2k","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}}},"categories":[1],"tags":[],"class_list":["post-144","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/headbangames.com\/devblog\/wp-content\/uploads\/blogHeader.png?fit=672%2C218&ssl=1","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p7AvTt-2k","jetpack-related-posts":[],"_links":{"self":[{"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/posts\/144","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/comments?post=144"}],"version-history":[{"count":1,"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/posts\/144\/revisions"}],"predecessor-version":[{"id":1472,"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/posts\/144\/revisions\/1472"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/media\/1436"}],"wp:attachment":[{"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/media?parent=144"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/categories?post=144"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/headbangames.com\/devblog\/wp-json\/wp\/v2\/tags?post=144"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}