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Thread: Infinite image scroll

  1. #1
    Clicker Multimedia Fusion 2Android Export ModuleiOS Export Module
    loglady's Avatar
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    Infinite image scroll

    Hello!

    I've searched along the forums and googled for a solution but failed miserably...

    I'll try to be as clear as possible to avoid any kind of confusion or comparision with other forums request for similar problem.

    I already tried the "set frame virtual width to -1", "use the layer obect", "set the layer to wrap horizontally", "...".

    None of this achieves what I want. I saw the "Ultimate Fullscreen object" example and it does exactly what i want (not the object per se but what happens with the background).

    The background (that is an active object) scrolls diagonally forever. I turned off the Y position and it achieves the effect I'm looking for.

    Well... I just can't do it myself. Maybe it's a problem with the image I'm using or I'm missing something really important...

    The "camera" will follow the player's X and Y position (that's why the image cover all the virtual width +32 pixels).

    Can somebody please help me? I've attached my .mfa and UltimateWalrus .mfa so you can see what I want.

    Thanks in advance!

    infiniteScroll.zip

  2. #2
    Clicker Multimedia Fusion 2Android Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Android Export Module (Steam)iOS Export Module (Steam)

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    Hope this helps somehow.
    Attached files Attached files

  3. #3
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
    Yima's Avatar
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    I created an example based on the file you attached, and made some more images for it.

    The basic idea behind my solution is that you don't want to move objects by pixels primarily, but rather make a virtual movement towards a goal value which when reached will result in a pixel movement. I used a very rough, early version of this solution in one of my games, Cave of no return, but the code in this example is much more efficient and easy to work with.

    The probably most important thing here is the addition of a "Background movement resolution" which is set to a value. For each loop every background object is moved virtually (a movement counter value is used for this), towards the "Background movement resolution" value, and once the value is reached an actual pixel movement occurs and the movement counter of the background object is reset.

    This method has two main advantages over moving things by pixels directly:

    1. You can move objects less than one pixel per loop, which is usually a practical thing, especially if you work with parallax backgrounds.
    2. You can change the speed of all backgrounds at once by just altering the "Background movement resolution" value.

    Feel free to ask questions if something is unclear. I am not very good at explaining stuff :P
    Attached files Attached files

  4. #4
    Clicker Multimedia Fusion 2Android Export ModuleiOS Export Module
    loglady's Avatar
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    @ EdibleWare and @ Yima

    Yours suggestions will take my whole weekend... ^^
    Gotta study it carefully.

    Many thanks!!!

  5. #5
    Clicker Multimedia Fusion 2Android Export ModuleiOS Export Module
    loglady's Avatar
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    @ EdibleWare and @ Yima

    Both examples gave me ideas and saved me some testing on stuff that I was going to implement soon.

    Thanks for your help!

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