Zed2100's Recent Forum Activity

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  • https://www.scirra.com/store/construct2 ... round-1807

    Did you ever try having multiple backgrounds on different layers, each with its own parallax scrolling rates, you spent hours tweaking the layout properties, you tried to make them stretch across the screen, maybe you tried adding a sun in the distance, or some clouds...

    We did just that, but with +30 backgrounds in our game, we had to stop, it was too tedious, and we feared for our sanity!

    The built-in parallax system works fine for simple layouts, but when you try doing anything serious with it, it feels incomplete and painful to use.

    We know you want more control over the look and feel of your background objects. This collection of 4 addons is the easiest and coolest way to make your game freaking beautiful in a matter of seconds!

    List of Features

    • Behavior files for C2 and C3 runtimes.
    • Animated and non-animated backgrounds.
    • Horizontal, vertical and top-down scrolling and wrapping in all directions.
    • Only requires 1 layer.
    • Accommodates runtime screen size changes and layout scale changes (zoom).
    • All properties fully exposed in the C2 debugger (for C3, we've contacted the scirra dev team and were told this feature is still undocumented, so we'll wait).
    • Supports saving and loading.
    • Blazing fast performance on browser and mobile.
    • Demo projects that cover horizontal scrolling, vertical scrolling, auto-scrolling and top-down scrolling.
    • Detailed and easy-to-read manual to quickly get you started.

    Videos

    Teaser for 1.3

    Overview of the features in version 1.1

    Demo of version 1.0

    Changes

    We take special care to make the addons as backward compatible as possible, however, PLEASE ALWAYS BACKUP YOUR PROJECTS BEFORE UPGRADING.

    Version 1.3.0 (October 30, 2018)

    • Added full support for the Construct 3 runtime. Please note that the addons do not currently expose their attributes in the Construct 3 debugger, we contacted the Scirra dev team and were told that the usage of the debugger was still undocumented.
    • Improved the WrapH behavior, now renamed to “ViewportWrap”. It can be used to make an object appear on the other side when it leaves the viewport, works either in the horizontal direction (for side-scrolling games) or vertical direction (for vertical scrollers), or both.
    • Fixed a bug that prevented the ParallaxBG behavior from initializing tile size to the TiledBackground’s texture size when the project is exported with script minification. This resulted in the backgrounds working fine in the editor but not so much in the exported app. If your TiledBackgrounds have the same size as their textures, you wouldn’t have encountered this bug

    Version 1.2.0 (April 27, 2018)

    • Added support for Construct 3 (with the C2 runtime).
    • Added Vertical and Top-down scrolling/screen wrapping
    • Added the Parallaxer behavior for single background objects like the sun, a cluster of trees, a windmill in the distance, or a planet in a space game.
    • Added the Spacing Y property to the ParallaxBGSprite behavior.
    • Now it’s possible to set/get the parallax anchor and the tile size.
    • Added more demos and updated the old ones
    • Updated the manual with more illustrations, better explanations, and all the feedback received over last year.
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  • newt That's exactly my problem right there. Because ScrollTo behavior updates the system's scrollx and scrolly after all events, my events always use the old values of scrollx and scrolly in the current tick. Thus creating a one-frame lag.

  • newt Yes that's the solution I use and tell my clients to use. However, I wish there was an easier way to get scrollx and scrolly after they are modified by the ScrollTo behavior.

  • newt No, the existing parallax effect for layers is centered at the top-left corner of the layout, which is not intuitive for side-scrolling games such as platformers where almost all backgrounds are positionned on the ground (mountains, hills, ... etc).

    I compute the coordinates of each TiledBackground instance myself using the layout scrolling value provided with the system expressions scrollx and scrolly.

    My implementation centers the parallax effect at the bottom-left corner of the layout.

    By looking at the code of the ScrollTo plugin, I see that it scrolls the layout in the "tick2" method, which is called after the events in the event sheet apparently. So my event sheet will always have the old scrollx and scrolly values, which in turn create the one-frame lag.

  • Hello Scirra community,

    I made a template that helps developers easily add parallax backgrounds to side-scrolling games. Check it out here : https://www.scirra.com/store/royalty-fr ... ounds-1289

    The template computes each background's position and width from the scrollx and scrolly system parameters.

    The backgrounds move nicely as you can see in this video : https://youtu.be/0YkXoFELqWE

    There is however one limitation you have to comply with : if you scroll the layout, you have to do it before including the event sheet where I implemented the parallax effect. That way, the parallax effect will always use the newest values of scrollx and scrolly (system expressions).

    The problem with this implementation is that if you add ScrollTo or MagiCam behavior to a sprite, my parallax effect will use the old values of scrollx and scrolly every tick to compute the backgrounds' position and width. This will cause the backgrounds to move in a jumpy way.

    What I advise my clients to do is to remove the ScrollTo behavior, then manually scroll to the sprite in the event sheet, then include the parallax effect's event sheet after this event and any event that modifies the layout's scrollx and scrolly.

    Is there a way to have my parallax algorithm always use the newest values of scrollx and scrolly no matter where I include it in the event sheet? It would also be great to keep using ScrollTo or MagiCam behavior while still getting the newest values of scrollx and scrolly.

    If you experienced a similar problem previously, could you suggest a solution? My clients and I would really appreciate it! Thank you.

  • I just published the first update for this template :

    • Now you can add Sprites as parallax objects, they can move or be animated, and they will wrap around the screen
    • A new demo layout with backgrounds and foregrounds, all moving with a nice parallax effect, check out the video here : https://youtu.be/0YkXoFELqWE
    • A detailed manual on how to easily include parallax backgrounds/foregrounds in your game

    Never again bother trying to create parallax backgrounds on your own. With the help of this template, your infinite runner, platformer, shooter or other kind of side-scrolling game will have nice backgrounds that wrap around the screen indefinitely. Just follow the instructions in the manual and you'll be all set in no time!

    Enjoy the template and if you have any questions before or after your purchase feel free to contact me at gameplaypassion@gmail.com.

  • Adventurer Spritesheet 11 — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-spriter-animations/adventurer-spritesheet-11-1724

    <p>An evil male character for runners, platformers or side-scrolling games. He is armed with a dangerous machete and is ready to cut your protagonist to pieces!</p><h3>Features</h3><div class="deshr"></div>

    • 17 animation states (PNG frames for each animation included)
    • Each frame at 400x400 pixels out of the box
    • 100% customizeable and resizeable vector body parts made with CorelDraw (.CDR, .AI, .SVG, .EPS included)
    • You can edit the body parts in CorelDraw, Illustrator or Inkscape
    • Skeletal animations made with Brashmonkey Spriter (.SCML and .SCON included)

    Use this topic to leave comments, ask questions and talk about Adventurer Spritesheet 11

  • Adventurer Spritesheet 10 — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-spriter-animations/adventurer-spritesheet-10-1709

    <p>An evil male character for runners, platformers or side-scrolling games. He is wearing a black suit, an eye patch and a hat. It is clear that this guy is up to no good!</p><h3>Features</h3><div class="deshr"></div>

    • 35 animation states (PNG frames for each animation included)
    • 100% customizeable and resizeable vector body parts made with CorelDraw (.CDR, .AI, .SVG, .EPS included)
    • You can edit the body parts in CorelDraw, Illustrator or Inkscape
    • Skeletal animations made with Brashmonkey Spriter (.SCML and .SCON included)
    • Bonus items: Knife, Grenade, Explosion (animation), Muzzle Flash (animation), Impact (animation), Bullet (animation)

    Use this topic to leave comments, ask questions and talk about Adventurer Spritesheet 10

  • Adventurer Spritesheet 9 — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-spriter-animations/adventurer-spritesheet-9-1637

    <p>A dangerous female protagonist for your action game, adventure game, runners, platformers, strategy or side-scrolling games. She is armed with a sawed-off shotgun, a knife, and grenades, and she's not afraid to use them!</p><h3>Features</h3><div class="deshr"></div>

    • 35 animation states
    • 100% customizeable vector body parts made with Adobe Illustrator (.AI, .SVG, .EPS included)
    • PNG frames for each animation
    • Skeletal animations made with Brashmonkey Spriter (.SCML included)
    • Bonus items: Knife, Grenade, Explosion (animation), Muzzle Flash (animation), Impact (animation), Bullet (animation)

    Use this topic to leave comments, ask questions and talk about Adventurer Spritesheet 9

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Zed2100

Member since 15 Jul, 2014

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