Vertical Scrolling Issue

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  • Hello,

    I'm working on a particular level in my platforming game, of which is a vertical "jumping" level.

    My problem is that the health and ammo indicators do not follow the frame (the player starts at the bottom and must work their way to the top).

    The dimensions of the level are 1024 by 8000, and I'm looking for a way to have them sit in the top-left corner of the screen. I've tried setting the YPos of the counters to "YPos(Player)-300", and while this kind of works it's not very static the way I'd like it to be.

    They work fine in all horizontal scrolling levels so far, so I'm not sure why they are having issues in this one. Any help is appreciated!

  • I've unfortunately had no luck with either solution posted so far..I'll elaborate a bit further and hopefully it'll help.

    The level's dimensions are 1024w by 5000h. The character starts at the bottom, and must work their way to the top via springs, ladders, etc (platforming movement). In most levels for scrolling, I use the command:

    "Player" is in the play area
    -> Center display at (0,0) from "Player"

    This also seems to work fine in the vertical level for scrolling. However, for the health and ammo objects to follow the player, I normally leave the box for "Follow The Frame" to unchecked, otherwise they don't seem to move along with the display. Now though, since I assume the "frame" is the dashed box area at the top of the level in the level editor, if I check the "Follow The Frame" button my health and ammo objects start at the top of the level inside the dashed box...and not where the player resides, at the bottom.

    Any thoughts? Should I be using a different method to handle the scrolling in the first place?

  • I've unfortunately had no luck with either solution posted so far..I'll elaborate a bit further and hopefully it'll help.

    The level's dimensions are 1024w by 5000h. The character starts at the bottom, and must work their way to the top via springs, ladders, etc (platforming movement). In most levels for scrolling, I use the command:

    "Player" is in the play area
    -> Center display at (0,0) from "Player"

    This also seems to work fine in the vertical level for scrolling. However, for the health and ammo objects to follow the player, I normally leave the box for "Follow The Frame" to unchecked, otherwise they don't seem to move along with the display. Now though, since I assume the "frame" is the dashed box area at the top of the level in the level editor, if I check the "Follow The Frame" button my health and ammo objects start at the top of the level inside the dashed box...and not where the player resides, at the bottom.

    Any thoughts? Should I be using a different method to handle the scrolling in the first place?


    You don't understand. Follow the frame makes an object ignore scrolling. As a result, if you place it outside of the top area of the frame, it won't show up. Ever. Unless the object has a movement, in which case it will if the movement ever makes it move to the top of the screen (but that isn't the point). I'd make an example, but I don't want to at the moment. If someone else could, then that would be great.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • I've found your problem, my friend. Since the frame camera actually starts at the top, you've got to move your text/counters up there, THEN uncheck "follow the frame".

    Please login to see this link.

    Good luck!

  • You, sir, are awesome. Thanks to the example, I think my head can now be wrapped around what is meant by "follow the frame", as well. Thank you very much for the assistance :)

    Edited once, last by wie7nightmare: Smiley face was a tad creepy. (July 2, 2013 at 10:02 AM).

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