How does the arcade space shooter scrolling work? I tried with timing objects falling down to the frame, but it seems too ineffective when making complex levels.
An alternative is to have a frame that is uberdyscoobus long vertically, and have a little black box that is unvisible during runtime that moves upward slowly. Always center the camera on that box, disable off-screen enemies, and voila!
the problem with that is the player1 ship will always lag behind. What would you code so that the ship will have the same X,Y speed as the invisible box? Any examples?
Originally Posted by OldManClayton I believe unchecking "follow the playfield" in the object properties should work.
Yes, it does. I've done this before.
Also, so this is more substantial than just agreeing, you could also have an invisible counter or alterable value and have the scrolling set to that value at all times, and change the value to change where the screen is. You have it constantly adding one to the counter, or at a certain rate, so it scrolls that way. Although 1) that would work better if MMF2 allowed you to use a calculation for time-based events (which it doesn't) and 2) it's much more unnecessary code compared to the black box OldManClayton described.
When you have the object follow the playfield, you'll either have to code the black box to scroll further when you go past a certain point or code the ship so its movement is restricted when it reaches an edge of the screen. Of course, I don't know if you can (or will be able to at any time) move all around the screen or back and forth.
scrolling works, but the ship won't follow the scrolling either with or without "follow the play field." And it kills the x2 window zoom. So I think it's best to just keep it the way it is, until someone comes up with a new extension