LBaP! Lesson 10 Update


LBaP! Lesson 10 Update

In this lesson, we will be setting up a level select system that covers all the functions a typical “World Map” style level select screen will ever need, including:

- Navigating levels using the movement of a player character from one level node to another.

- Displaying level names and collectible information dependent on what level is selected.

- Animating the background image to reveal a route through the map as the player progresses through the game and more!

By the end, you will have the ability to create a level select screen as functional and polished as the level select system featured in SML3: Wario Land!

Let's Build A Platformer! Level Select Screen
Let's Build A Platformer! Level Select Screen

When Super Mario Bros (1985) was released on the NES and introduced horizontally scrolling levels, the concept of "move right to beat a platformer level" became a core part of video game language. Along with this development, came the idea of transitioning to the next level with a mini-cutscene that moves the player character off screen once the player reaches the win state. So I’ll be sharing a method to implement your own "win state" sequence in this lesson, too.

Level Complete and Route Reveal Sequence
Level Complete and Route Reveal Sequence
Level Selection and Collectible Totals
Level Selection and Collectible Totals

Lesson 10: Creating A Level Select Menu

The following concepts are explored in the lesson:

  • Implementing A World Map Level Select System
  • Managing the Level Select Screens Sate According To Player Progress
  • Avoiding GB Studio’s “Camera Shake Glitch”
  • Designing The User Interface Of  A Level Select Screen
  • Implementing A Level Select Route Reveal Sequence
  • Looking For Ways to Add Flair To A Level Select Screen
  • Implementing A Level Select Route Reveal Sequence
  • Using Threads To Run Looping Background Layer Animations
  • Using Triggers To Navigate A “World Map” Style Level Select Screen
  • Displaying Context Sensitive Level Information In A Level Select Screen
  • Declaring Constant And Non-Zero Values To Manage Collectibles (And More)
  • Implementing The Platformer Win State (Or How To Exit Stage Right)
  • Pixel-Shifting Actors (Or The Easy Way To Adjust Sprite-Based Background Graphics)

In the following lessons, you can look forward to diving in to obstacle and enemy creation as we design some more challenging content for the player to run and jump over.

Thanks and happy coding!

- Tom (Gumpy Function)

Files

Lesson 10-Creating a Level Select Menu (LBaP!).zip 3.3 MB
10 days ago

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