I have a frame that is 3840 x 800. It scrolls quite nice across 3x 1280 screen dimensions.
I want to add 3 more screens below so the new dimension would be 3840 x 1600. I can do this but when I move the player it makers the screen wooble when he walks, etc
And when I try to climb down a ladder into the screen below, it just falls andthe camera doesn't follow my player character - any suggestions please
Scrolling vertical as well as horizontal
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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!
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An y suggestions please?
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What do your events for scrolling the screen look like?
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My Project Dimensions are set to: 1280x800
My Frame Dimensions are set to: 3840x1600 (Virtual 3840x1600)
Frame Start has Storyboard/ Centre Display on Player -
I see... use "Always" as your condition instead - using "Frame Start" means that the event will run once when the frame begins, and will just leave the scrolling where the player was at the time.
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ok I have tried that but has the same effect.
Here is my Frame Start Code:
Please login to see this attachment.To add, I have removed all the code and it still does it!
Should the floor be a backdrop object or an active object - I notice I can set the backdrop to be an obstacle as I found another rule in place that stops the player if collide with ground piece. Although eliminating this part of the code still creates the same results (wobble).
Floor = Active object or Backdrop? -
Right I have found the problem but still no solution. The issue is my player character - animated. if I change to a player square block, the screen is fine but the animated pirate is causing the screen to shake. Any settings that could cause this on the animation/player character sprite that I should know about please?
Possibly something to do with the Hot Spot and Acrion Point, although if I set this to the bottom it stops the player being able to move.
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Hi there Spyhunter, I could on the right track lol -- you mean scrolling sort of like Zelda 1 for Regular Nintendo?
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The problem appears to be the player sprite. I will try others but if I use a simple square block (un-animated) I don't have this issue. Are there any tips for player sprites to stop this happening.
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Why dont you use an invisble rectangle as player, set the frame center to that rectangle an set the player animation on top of that rectangle?
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ok thanks I will try that - obvious when you think of it Is that the method most people use?
On another note, whats the difference if I created as 3840x1600 and 1280x800 frames, thee phone displays this correctly but whats the implications; less mobile compatibility, uses more memory?
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Just tried that, created the box image (blue box) and then changed the animated images but still gte the same effect?
How would you create the box frame for the player images just in case I am doing it wrong. -
I think I understand now. I created a box that has all the controls, make it invisible and then created the player controller playeranim as well. So in theory I am controlling two sprites around the screen, is that correct? It worked, the wobble stopped.
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Thats how to do it.
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seems a weird way to create a seperate control for a game creator but oh well... thanks for all your help, much appreciated.
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Its better that way concerning collision and stuff.
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Sop you setall the collision events, etc to the box rather than the player sprite?
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Wouldn't it sound more logical to you that way? Talking about a 2D Platform Game.
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i suppose it does, although when i jump it moves the screen up as its following the playerbox. how can i get it so the jump just jumps the player/playerbox without it following them up but also have it so if they move between the lower screens (6 screens in total in one frame) it moves down with them - maybe follow frame rather than player?
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My suggestion would be a camera object (a seperate active which is invisible and follows the player). You can restrict its movement though and make the screen follow the camera object.
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