Posted By
|
Message
|
Dave S.
Registered 26/09/2003
Points 924
|
26th May, 2009 at 20:59:13 -
Basically if my character travels far enough to the right or left of the screen he will reappear on the other side... if 'X' position of 'Character' > 960 then position 'Character' at 320. Someone had sent me an example of how to do this.
This works fine (no glitches) if I use the 'step-through' mode but not so if I run the frame or application... why should it be any different? There is an obvious screen update (flash) and bad synchronicity with an enemy.
... Dave S.
n/a
|
Cecilectomy noPE
Registered 19/03/2005
Points 305
|
26th May, 2009 at 23:39:13 -
first of all what are you using? mmf? tgf? tgf2/mmf2?
second you'll get more help if you post an example of the problem, as i dont see any reason why there would be any problem if youre just repositioning an active.
n/a
|
OMC What a goofball
Registered 21/05/2007
Points 3516
|
27th May, 2009 at 00:36:11 -
The odd numbers are throwing me off. O_o Why 320? Is a 320xY level cut into threes?
Edited by OMC
|
Dave S.
Registered 26/09/2003
Points 924
|
27th May, 2009 at 09:18:59 -
Sorry I forgot to say that I am using MMF 1.5 build 119.
Imagine a chimney or cylindrical tower similar to the game Nebulus (Atari ST).
The character is always centred to the window display as the screen seemingly scrolls left and right. He can also climb higher.
Only one side of the chimney is seen at any one time (actually slightly less). By using a transparent vertical gradient (probably have to be an alpha channel object) it will take on the form of a cylinder.
So I will have something like this at the start of the level... 'back of chimney' - 'front' - 'back of chimney'. Only the front will be seen in the main window until the player moves. You'll notice that the back is duplicated (includes background, platforms, robots etc) because when the player gets halfway into one of these screens he will be repositioned halfway through the opposite screen (like an overlap).
The 'X' co-ordinates I gave were just an example and so are academic.
Seems to work fine when the character has been repositioned using 'step through' (robots continue where they left off) but I get momentary screen flash if I run the application or frame and robots seem to be out of sync... annoying!
I will try to submit an example.
Thanks, Dave.
n/a
|
RedEnchilada formerly RedEchidna
Registered 01/08/2008
Points 301
|
27th May, 2009 at 12:40:12 -
You know, if you actually need a tower engine, I have one made in CNC. The platform engine's a little buggy, but it can be fixed in MMF.
http://create-games.com/download.asp?id=7365
http://www.youtube.com/watch?v=WYrSD35vHo4
woooooooooooooooooaah maaaaaaaaaaaaaaaaaaaaan
|
Dave S.
Registered 26/09/2003
Points 924
|
28th May, 2009 at 18:15:26 -
Red, I have seen your engine but wanted to try a different approach.
The robots were out of sync because of the scrolling options weren't set up correctly.
I have now used a lighter background which seems to have eliminated the flicker when repositioning of the character.
Still bugs and other stuff to sort out now especially with the alpha channel object.
Thanks, Dave S.
n/a
|
|
|