Advanced scrolling for vertical shooter game

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Post » Tue Jul 26, 2011 1:33 am

Hi guys!

I'm wondering how to make an advanced for vertical shooter more like aero fighters.

I uploaded a picture that explains what i mean:

(Note: It starts from below to above)



is pretty simple, no?

Can you help me?

my regards.Vagnok2011-07-26 01:34:25
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Post » Tue Jul 26, 2011 3:04 am

test 'scrolly' (the y scroll position) so that when it reaches the point in your level where the scrolling is supposed to stop, it sets a variable "miniboss" to 1, which makes it so that the miniboss backgroud starts looping, the main scrolling stops, and the boss starts. Then when the boss dies set miniboss to 0, which means the scrolling continues.
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Post » Tue Jul 26, 2011 6:49 am

Thanks for reply.

Actually, i have a problem with "ScrollY" it goes to wrong position at order of editor, i have no big experience about this scroll. I wasted some hours how to resolve the correct position before the scroll starts.

I uploaded a .cap if you can see it
http://cl.ly/2f0z1A1N3a1V1E2i2s3BVagnok2011-07-26 06:54:55
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Post » Wed Jul 27, 2011 7:47 pm

Bump
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Post » Thu Jul 28, 2011 9:06 pm

Anyone can help me?
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Post » Fri Jul 29, 2011 12:35 am

I downloaded your cap, but there's too much going on. Noone but you knows the concept, so I can't say what exactly you are trying to achieve. Could you please do a simple example cap with an explanation where exactly it does not work as intended?

About ScrollX and ScrollY: They return the center point of the current view. If you don't scroll your layout, then those values never change.

Example1:
Window size 640x480, layout size 640x480
ScrollX, ScrollY will always return 320, 240

Example2:
Window size 640x480, layout size 800x600
ScrollX, ScrollY will return 320, 240
If you now scroll your layout, using System: Scroll to X 420 then
ScrollX, ScrollY will return 420, 240
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Post » Mon Aug 01, 2011 7:38 am

[QUOTE=tulamide] I downloaded your cap, but there's too much going on. Noone but you knows the concept, so I can't say what exactly you are trying to achieve. Could you please do a simple example cap with an explanation where exactly it does not work as intended?

About ScrollX and ScrollY: They return the center point of the current view. If you don't scroll your layout, then those values never change.

Example1:
Window size 640x480, layout size 640x480
ScrollX, ScrollY will always return 320, 240

Example2:
Window size 640x480, layout size 800x600
ScrollX, ScrollY will return 320, 240
If you now scroll your layout, using System: Scroll to X 420 then
ScrollX, ScrollY will return 420, 240[/QUOTE]


I made an another simple example cap... well i'm not sure about your methods, i tried to experiment with another methods and it works!

http://cl.ly/362Q2Z3K1J212S351I0b

What do you think about this method? I'm unaware about layout editor may support to fit the 3000 height sprite or 800 height separated sprites at vertical align...

Actually, i had no idea how to make it when the boss appears should to stop vertical scrolling except a tilemap with animated offset (If you saw my first post). Until The boss dies and the continue vertical scrolling.

Do you think can you help?

Sorry, my english is not native language, i hope you understand.
Thanks!
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Post » Wed Aug 03, 2011 1:42 am

The cap below shows just one way of doing it.

And never use 1 huge texture to form your game world. Compose it out of several tb, sprites, etc.

For example, in a real game, I wouldn't use just one tb for the map's surface, but use several sprites for the houses, streets, trees, whatever and apply the same technique as shown in this example.

But before you go on, make sure you are familiar with all the basics of CC. Use a tutorial that comes close to your game idea, consult the wiki, try some behaviors.

Good luck :)

http://www.mediafire.com/file/42yo52x2d14tzt1/scrolltiledbackground.cap
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Post » Thu Aug 25, 2011 10:11 am

Awesome! i tought i had no reply on this thread, but i was searching my threads to check my old threads and i found your surprise reply!

Ok, i will not use a huge texture... maybe i will do for different tiled backgrounds each scene.

I will continue my project with your method.

Thank you a lot! :D
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