Borghi's Recent Forum Activity

  • you're right!

    the problem was the collision condition.

    now, regarding the PLATORM IS MOVING condition, the problem is that if you stand still and jump (without going forward), the scrolling will still happen. I've tried changing it for "compare speed" but it doesn't discern between X or Y speed. the ideal would be to replace the PLATFORM IS MOVING with something like: "sprite X speed is not zero". Any ideas?

  • damn, somehow I can't make it work.

    This is what I've done.

    My player sprite is called PLAYERBOX and the scrolling sprite is called SCROLLY

    I set this event:

    PLAYERBOX on collision with SCROLLY/PLAYERBOX platform is moving =

    lerp(CanvasToLayerY(0, WindowWidth/2, WindowHeight/2), PLAYERBOX.Y, 0.05)

    To all that I added an everytick event to scroll X to playerbox X

    What happens is that once the playerbox touches the scrollY the screen scrolls a little to the downside and stays there. it also does it instanctly, no transition. If you get out of the collision area and enter again this happens again, so every time you do it the screen goes lower.

    I've tried taking out the platform condition but nothing changed. I've also tried replacing the PLAYERBOX element in the expression with the SCROLLY but still doesn't work.

  • How do I keep my character inside the screen?

    let's say this is a game like CONTRA where you walk to the right and the scroll follows you. but then you go back to the left and the screen doesn't scroll in that direction to keep you advancing, and you can't go beyond the screen to the left.

    How do I keep my character from going beyond the screen to the left?

  • oh gawd. I really didn't get a thing.

    But thanks, really, for trying to explain it

    maybe some day I'll get it.

  • works!!

    Thanks a lot.

    how would this work?

    I mean, you have this expression:

    lerp(CanvasToLayerY(0, WindowWidth/2, WindowHeight/2), Sprite.Y, 0.05)

    I've searched on the help files of construct but it doesn't mention "lerp", or I couldn't find it. What is it used for? how would be the overall meaning of this expression?

  • It works

    thanks a lot!

    I wanna ask 1 more thing (I don't know if it's possible to do):

    Is it possible to have the scroll shit only as the player moves? I mean: when he gets to a certain zone the Y scroll shifts but only if the player keeps avanzing.

    Maybe it's something like having a path made of the same sprite over and over and telling construct to keep those sprites out of the screen. so, the camera would adjust going down, let's say, to keep those sprites beyond the upper limit of the screen. So, that way you can mantain the camera in the height you desire. Is this too weird?

  • I can't find that 0.05 you mention!

  • yes, ti would be something like that. the thing is how to make a transition in the scrolling so it doesn't shift so suddenly

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  • thanks!! let's check.

  • thanks!! very useful answers

  • I'm thinking on something like this:

    Every "S" would be an invisible sprite that marks the Y scroll for each part.

    The thing is how to make every S work only when the player is close to it (can it be made using always the same sprite or does every S have to be a different sprite?) and how to change smoothly from one scroll to the next.

  • Hi!

    Is there a way to make the camera scroll to my player sprite but only on the X axis?

    The trciky part is that the Y axis should be scrolled to certain heights depending on the part of the level, regarding of the player standing or the ground or jumping.

    I guess I should create different invisible objects through the level so everyime one of those is onscreen it scrolls to it's specific details.

    Is this too tricky? what would you reccomend?

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Borghi

Member since 24 Sep, 2013

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