Farmrush's Recent Forum Activity

  • That's exactly what I want, thank you very much.

    I'm assuming this can be modified to fit any size room / view. I don't have time to look at it too much right now, but when I tried to expand the layout it just smashed everything together, haha. I'll look into it, but this is awesome, thanks.

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  • The level is 1600x600, the view will be 800x600.

    [quote:1m7ih09l]Sounds more like you want the camera to move, not the background.

    Sorry, did I state otherwise?

  • Thanks, however in that example the player moves indefinitely in a direction and would never encounter any of the objects he had already seen again, thus it is not 'wrapping' back around to the beginning.

    Here is an updated diagram: http://pub.gamingw.net/39880/wrapping_1.jpg

    Imagine you have a cut a vertical strip from a 8.5x11" sheet of paper. You draw your level layout on that strip. Now, take that strip, fold it so that one of the shortest edges touches the opposite edge, and tape it. Now when you go through your level you rotate the ring in your hands, and when you get to one edge of the level you are simply back at the start.

  • I'll have to prototype it, because it doesn't seem like anyone knows what I'm talking about.

    I'll try to explain it more comprehensively, but failing that I guess I'm on my own. Essentially the level will be 1600x600 pixels in size (W x H), but the player's view will only be 800x600 in size. When the player is viewing the edge of a level, rather than having it just bump up against the side I'd like for it to wrap around so that if I were to keep moving in one direction it would smoothly pan through the level indefinitely.

    <img src="http://pub.gamingw.net/39880/wrapping.jpg">

    http://pub.gamingw.net/39880/wrapping.jpg

  • Just an update, ATI has its 5xxx series out now which are the first DX11 cards on the market. They are also aggressively priced and excellent performers over a wide range of targets (5870, 5850, 5770, 5750). Nvidia currently doesn't have any DX11 cards on the market, and according to sources they might not for another couple months; originally it was supposed to be three months, but they have apparently been delayed. I am not an ATI fanboy in any regard, although this has basically been a giant bunch to Nvidia's face and it doesn't look like they have any way to retaliate just yet. I have recently changed over to an AMD system (Phenom II X3 720 O.C. to 3.2GHz (will be going 3.6 when I have a proper cooler)), and will be upgrading my 8800GT to an HD5850 in the near future.

  • I don't have a cap. I wasn't about to start coding something like that without first verifying there wasn't already a built in function that could wrap a view around the edges.

  • I have objects in the environment as well, though. This seems really messy... ehhh

  • I'm not sure if Construct has a feature for this already or if it's something I'll have to code myself (I really hope not), so I figure I'll ask. I'm trying to create a game where the 'A' and 'D' keys pan to the left and right of an environment. The environment is twice the size of the view the player will have, or in other words, the player will only be able to see half the level at any given time. Would it be possible to have it so that when the player's view reaches a horizontal edge (x=0 or 1600) the view continues through on the opposite side. I don't want to just have the view abruptly shift to the other side of the level, but rather want a smooth panning.

    Help?

  • I would prefer a setup similar to GameMaker to be completely honest. Objects can be defined, but don't 'exist' unless you specifically place them on the screen. When making a big game having all those objects floating in the nether is a bit distracting.

  • CTRL + ZOOM OUT (Mousewheel) is what I think you're looking for. I'm not sure where you got "no" from.

  • I'm not sure I explained it properly. My layout will only be 1024x768 in size. I want the tiled background to, for example, scroll continuously at the sides regardless of whether the character is moving or not.

    EDIT: Aphex, your example is what I'm actually looking for, I just didn't know if there was a more automated/efficient way of doing it or if I should just do it like that.

  • Sorry, could you give an example. I'm not understanding.

    I currently have Every Tick: TiledBackground: Offset: Set Offset Y to 100 * TimeDelta. This does nothing.

    I've also tried placing it in Start of Layout rather than Every Tick.

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Farmrush

Member since 15 Jun, 2009

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