New answers tagged side-scroller
In various Super Mario games, it's called a pit, abyss or bottomless pit. Bottomless Pit is also a TV trope.
Have you considered using a 1D Perlin or simplex noise function? There are a number of advantages to this, including: Infinite (within the realm of floating-point precision), non-repeating terrain Can be generated real-time (even in a shader, which is fast), or ahead-of-time and stored in textures, as in your example Borders automatically match up as both ...
Yes, the mask size would grow with increasing number of options - your own link http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/ second part explains the main idea. In essence, you'd have to enumerate X possibilities for each 'border' between tiles; in your particular example it looks like the "tile top/bottom" may be either (1) white ...
Let's draw it! (Again ;3) Imagine all the grassy and skyey bits are your game world. That lighter coloured rectangle framed in red is the region the camera is looking at. A player would only actually see what's in the camera. We want the camera to always stay in the game world. (x,y) is the camera position w and h are the camera's width and height Let's ...
Top 50 recent answers are included