Smileh's Recent Forum Activity

  • Bump. Hoping someone could help me out

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  • Any tips?

  • That sounds something hard to do. Could anyone provide a tutorial or example capx around?

  • I made a menu controlled by keyboard or gamepad. IM SO STOKED! Didn't think I could do it.

    Now that I have it set up I can start making cool looking sprites for the menu!

  • Hi! I'm having real big issues trying to set the parallax for a vertical scrolling. Let's hope someone can point me out.

    I've read all the documentation on the forums regarding, plus the tutorials and so on but all of them mostly refer to a platformer horizontal parallax.

    I've gotten the horizontal to the way I want. Now the problem is the vertical one. I've made my images to my screen size which is 320x200.

    I use a few layers depending on how much depth I want to get. Currently for this level I use a farbackground, a middle one, a close one and the closest one. So they're 4 layers for the background parallax.

    My game is a platformer. The very moment you go up or down in a layout is when the backgrounds start to look sketchy and some of them since they're kinda like a "floor" they just look like cutted off.

    I made a mockup with basic backgrounds to explain this easier. The only I actually use for the proyect is the far one, the other ones are just for expalining purposes.

    So this is just with Parallax 100 for the Y vector (except the far one with 10)

    As soon as I tested the parallax quickly came to mind that this was going to be hard. So I started messing around.

    Parallax 20 / 30 for the middle and close.

    Here I was like, well, we're up to something, maybe is not that hard. Let's jump down:

    Oopps, guess that's not working either.. So I was like let's try with 0 for the Y vector, and it does the trick for whenever you're on the bottom side, but looks freaking weird while falling and is not the look I'm trying to get.

    Could someone point me out in the right path please?

  • Shouldn't a global variable to store the amount do the job?

    Yeah that's my thought but is not that simple. I figured a global variable will storage it, problem is how to set it up and how can you track each level...

  • Hi. So this is a long term plan for my game but I want to be able to carry currency over the game, not just for each level/layouts. I ll try to explain what I need and hopefully someone can point me out the direction.

    I will take one of my favourite games to explain this. Spyro the Dragon from PSX.

    You collect gems on each level, and each level has different amount 100, 200, 400.. so you will see how many you have left in each level 80/100 lv1| 66/200 lv2 and so on. The gems carry over with you all game long, so you end up with over 10.000 gems and you use them to be able to travel worlds.

    So basically I want to storage the total gems picked up and carry them all over the game layouts and track how manu do I have left in each layout to be indicated in a menu layout.

    Does this sound possible? Thanks

  • I guess it could work if you scroll with events instead of the scrollTo behavior.

    > Every tick : 
        Scroll to position : X: max(Sprite.X, OriginalWindowWidth/2)
                             Y: Sprite.Y[/code:1w0iwne0]
    
    With the layout set to unbounded scrolling, this would effectively make it so the scrolling is only bounded by the left edge.
    

    Will try it out but in your experience would you recommend bound scrolling for my needs?

  • The whole point of unbounded scrolling is to ignore the layout edge restriction. What exactly are you trying to accomplish ? Do you want unbounded vertical scrolling but bounded horizontal one ?

    To be honest I was just testing out stuff. I guess there's no reason for unbounded scrolling for my game, is just a simple platformer, just wanted to avoid having to set layout size for each level..

  • That's what unbounded scrolling will do, it scrolls past the layout edges so it shows what's outside the layout. Since there's nothing, you simply see your background layer color, which is white from your screenshot. Simply add backgrounds outside the layout or change the color of your layer to your liking so it's not white.

    I've seen a couple of unbounded scrolling games and they restrict the edges.

  • You could initially create the coins based on a global variable being 0 and if they are collected set it to 1, so when you return they won't be created.

    Is this the most effective way to make a sidescrolling game objects?

  • Give them the Persist behaviour or make them global objects.

    If I do that they will stay for sure, dont they? I want you to be able to grab the coins only once and if you go back, the coins are already "grabbed"

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Smileh

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