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Aptennap



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10th February, 2008 at 02:40:43 -

Is it possible to create a panorama in MMF 2, so that the screen will continue scrolling when it reached the limit.

 
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noPE

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10th February, 2008 at 03:08:39 -

the limit of what? the size of the level width? like it scrolls back to the beggining?

if thats what you mean you can just set the camerax (or your player. whatever centers the screen for scrolling) back to a point near the beggining. if you make the end and beggining look the same you shouldnt notice a "screen jump" or anything, so it seems natural.

it thats not what you mean then i have no idea what you mean .

 
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10th February, 2008 at 03:20:17 -

I made a wrapping screen once. MMF2 can automatically do it for backdrops, but i had to use some set X coordinates events to the active objects. Is this what you are talking about?

 
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Aptennap



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10th February, 2008 at 06:16:51 -

Yes, 360 screen wrapping, I'm going to try to make one.

 
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10th February, 2008 at 12:35:06 -

If I'm not mistaken, this has something to do with layers and virtual sizes and such, but I'm not sure how because I've never tried it. It's worth a shot though for you. Plus, if you want to add a true panoramic feel to it, theres the lenses object that was made for my own personal request (I wanted to make a Myst styled adventure game at the time), that will give the screen a fish-eye look, allowing you to achieve the 3D look and feel you want, without an actual 3D environment. This is particularly useful if you have 3D Studio Max or some other higher end renderer, that is capable of rendering specially in a panoramic render, and then you import these images.

Hope this helps at all.

 
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Ricky

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10th February, 2008 at 15:52:52 -

I made this when i was testing out ideas for my game
http://www.esnips.com/doc/f640e3db-276a-4010-8716-c563ba5b2ad5/horizontal-unlimited

Having mmf's layers virtual size increase only helps with backdrops, not with actives. So I made this.
It works by setting your x coordinates to itself - 640 after you pass a certain point. The same works for the opposite direction. Its surprisingly smooth. Other objects positions are relative to 'you' or your camera object. You get them to loop using the same method except you test for half the screen size, and add the center of the screens x position.

It would probably make more sense if you click on the example and see for yourself.


 
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