4 Player Scrolling Issues

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hello Clickteam comrades,

    I've long perused your forums and been inspired many times. Helped beyond words. Thank you.

    I wouldn't post unless I have failed to find any aid in any other way. If I have overlooked something I apologize.

    I am creating a game with a max of four players. The map is large, 21860 tall. It is the screen's width wide. The camera with two players scrolls nicely, the simple equation for centering the camera ((Y(player 1) + Y(player 2))/2) works great. Sadly, extrapolating that into a four player module ((Y + Y + Y + Y)/4)) does not work.

    I'm sure that equation clued you in. I'm not a programmer. I'm not good with math. I have done very well thus far, considering the ambitious nature of my project. I have this software to thank for that. And, a lot of you to thank for the rest of my success.

    I appreciate any help with this.

    Happy Wednesday! (here at least)

  • I've changed some of my settings, using an active object to lock onto, and the experimental equation does seem to be working now. Still, if anyone has an alternate method of centering the camera I would be interested.

  • Hey!
    Try to set Y of screen / centerobject to:
    (Min(Min(Min(Y( "Player 1" ), Y( "Player 2" ) ), Y( "Player 3" ) ), Y( "Player 4" ) ) + Max(Max(Max(Y( "Player 1" ), Y( "Player 2" ) ), Y( "Player 3" ) ), Y( "Player 4" ) ) ) / 2.0

    ..and same with X if you would need that. The decimal is also important so that Fusion will make use of float values. What I did here is to find the top object and the bottom object, and then find the middle of those two.

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