red spark studios

>2DSGC Home

>Screenshots

>Showcase

>download area

>Return to tutorials homepage

Importing media

As you know, you can import every piece of media you want to into The 2D Shooter Game Creator - backgrounds, sounds, music, enemies, weapons etc. More editing capabilities will come in future as well!

Backgrounds / foregrounds

Create your image as either a JPG, BMP or PNG at the size of 800*600. 32-bit PNG is recommended for foregrounds as it allows you to have 256 levels of transparency, and JPG for backgrounds because of its compression ratio (but remember it loses detail, so use no less than 80% quality). Place the background/foreground images in the Scenes folder of your 2D Shooter Game Creator installation - they will be detected next time you click the button in the level editor.

Loading screens and sounds

Loading screens should also be 800 by 600 pixels. You can again use JPG, BMP and PNG. Loading sounds have to be in WAV format and it maybe necessary to leave a blank space at the beginning/end of your sound so there is a pause in between your sound playing because it will be looped. Place in the loading screens/loading sounds folders of your 2D Shooter Game Creator installation, depending on what you have created.

Music

Create your background music in MIDI or MP3 format and place in the Music folder of your 2D Shooter Game Creator installation. The music is then used in your level by clicking the musical note icon by the loading screen, on the right of the level editor. Music is automatically looped, so the player can keep with the game and the music won't stop.

Weapons

Weapons use 4 images, 2 sounds and a 2DW (renamed text) file. For reference on how to create them, refer to the guide.htm in the games folder. Again, all media is simply dropped in the weapons directory.

Enemies

Enemies require that you create 9 images for their various phases and two sounds. They can be bmp or png images - PNG is reccmmended because it is compressed and lossless. Unlike other game maker software, 2dsgc supports 32-bit sprites, so you can use alpha-mapped sprites, i.e. with 256 levels of transparency. If you are not using 32-bit sprites, the transparent colour is rgb(0,0,0) - i.e. absolute black. This is going to be changed for version 1.2 to rgb(255,0,255) - absolute pink, to make editing enemies easier, so be warned if you are stuck without 32bit editing capabilities! To make an enemy, you can follow the guide in the enemies folder of your installation.

Web design by dj chainz
©2006