5
votes
1answer
264 views

Handling Different Aspect Ratios for a Multiplayer Game

I'm currently designing a competitive 2D, side-scrolling multiplayer game and I want support full screen play at any aspect ratio (e.g., 4:3, 5:4, 16:10, 16:9). Doing that is not so much a problem, my ...
12
votes
3answers
543 views

How do I deal with the problems of a fast side-scroller?

I'm making a side scrolling airplane game and when I begin going very fast I begin to experience some problems as a player: Elements are not distinguishable, like power-ups from bullets, etc I start ...
-2
votes
1answer
116 views

Is there a way to calculate a good population per distance for enemies in a side-scroller game? [closed]

I would like to know if there is a formula to calculate how much distance should I leave between enemies, or how many to put on the screen at the same time in a side-scroller game. I feel like if I ...
3
votes
1answer
691 views

Can world depth be achieved in a side scroller?

I tend to build games with strong stories, which usually involves quite an indepth world environment. Typically I develope typical 2.5 over head view JRPG style (think Zelda, Final Fantasy 3, etc) ...
3
votes
2answers
2k views

Different camera movement methods in a 2d- side-scrolling game that makes it fun

Possible reference to this question, but I want specific answers pertaining to Side-scrollers. IMO, side-scrollers can be classified as Player doesn't move, the background graphics move to fake ...