Look for a good technique for the "Super Scaler" (driving games) with ClickT. Fusion

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  • I recently tried to find a good Super Scaler technique to create driving games, but again without success.
    The method I re-used is like the one in the picture:
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    But this is an inconvenient method, because it is jerky and too demanding.
    The good formula it's right on the tip of my tongue !!
    In my opinion, the famous programmers first decided on the resolution of the game:
    For example in this case: 256 x 224.
    Then they referred to the y coordinate of the center of the screen
    In this case: 112
    The maximum scale is 1 (otherwise the sprites are enlarged to infinity).
    The formula should be:
    Always set scale ("object") to y position ("object") + 112 - 223 ... or similar...!
    Below the figure to clarify the best possible:
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    I have also consulted and translated this guide, it is very beautiful, but it is not useful to solve the question with Click Team Fusion Develop:
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    Edited once, last by daryuss (October 27, 2019 at 10:37 PM).

  • Please login to see this link., hope it's not too complicated:
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    This checks the Y position of the bike, and sets the Y scale depending on where it is, with a maximum of 1.0 and a minimum of 0.2

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    It turns the Y position into a "percentage" and then multiplies that by the 'range' you want it to scale to (0.8 in this case, since we already add the minimum of 0.2)

  • @ marbenx Wow. Many thanks. You are GREAT! I didn't expect anyone to solve my question so quickly. You made me happy :D ! This is a step forward for creating Out Run games. Even today, for 3D games, they use a similar technique, even if it doesn't look like realistic graphics, but the technique is based on this! Later I will study for background rotation!

  • [MENTION=19502]marbenx[/MENTION]: I really love too much this formula that you found. I'm studying it to apply it when I get home (so I can modify it as I wish, depending on the game, when I learned it)


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    You can download this project of mine, where I have assembled all the various examples I have learned with difficulty during these years. As you are good at managing events, deleting the game's events and leaving the basic ones, you can get an arcardes construction kit (if you're one of those interested in making this type of game) ;) .

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  • I applied, in my example, the Marbenx formula to the other objects; and I stabilized the limit position of the objects off the screen (the spots). Now I'm studying how to make the tiles always stick together (the red and white lines that give the efect movement of the road). By using the Path movement instead of the bouncing ball, a little has improved.

    (in the figure I posted above to clarify, there is a mistake: the resolution of this game as an example is x 320 (no 256))

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