I'm not at all confident about this, but it's worth a try:
+ Always
-> Center Display Horizontally at:
(X Right Frame+X Left Frame)/2+Max(-Scroll Speed, Min(Scroll Speed, (X( "Player" )/(X Right Frame-X Left Frame)*(X Right Frame-X Left Frame)-(X Left Frame))))
-> Center Display Vertically at:
(Y Bottom Frame+Y Top Frame)/2+Max(-Scroll Speed, Min(Scroll Speed, (Y( "Player" )/(Y Bottom Frame-Y Top Frame)*(Y Bottom Frame-Y Top Frame)-(Y Top Frame))))
Hmmm. I don't remember where that code came from, but I guess I copied it wrong somehow...
Anyway, I know there are at least a couple of examples on the clickteam forums - just search for "zelda".
Hmm im having trouble incorpotating it into PMO code. I remember someone having the code for a scrolling like that, except it just jumped not scrolled from place to place.
Yeah, but I originally copied it from another example I saw somewhere. I think it may have been for TGF or something? Definitely off the old clickteam forums, before they were removed.
It's such a shame they're no longer available - they had tons of useful stuff that had been made for MMF1.5 / TGF1, but was still useful in MMF2.
Nope ... what do you mean? ... I haven't played that yet.
I have an amazing zelda style scrolling that I made for the Lost Valley 2 project that Jason Orme, BeamSplashX, and I were working on, but they didn't seem too excited about the earlier versions because they wanted to keep it simple (thought I couldn't do it) or didn't think it fit the style of the game, and they sorta quit on LV2 until later anyway (to us procrastinators, later never comes), so ... yea .. if you want me to show that to you, I could. I haven't even shown them the final versions of it (after I put the zelda-ish into the scrolling), because they lost interest and/or had other things they were busy with at the time. I was sorta hoping that Jason and Beam would startup on the project again, but I just don't see it happening and I completely understand cause there's been a ton of things that I have given up on and left abandoned <shrugs> ;it happens.
I'll need to go back and comment it up a bit first, but it has more than just scrolling in it. There's spread values, re-using of actives across infinite frames, a nice and easy way to do some visual layering, and of course the zelda-ish scrolling itself. I'm proud to say that it's some of my best work and in my opinion the best and easiest to understand example of zelda style scrolling available.
That zelda scrolling widget is graphically pretty and I'm impressed that it's contained all within one active, but there's alot of code in it and just glancing over it, I understood very little. Of course, for all I know, my code may look like hieroglyphs to others too.
Oh yea, something that bothered me about that widget was the examples done for it, as the enemy movement wasn't on a grid style, but the character movement was. What's with that? It made trying to hit the enemies a little irritating and threw off the style.
If it were all mismatched it wouldn't have bother me, but for some reason when things are all nice and uniform except something so obvious as that, well I dunno why but it just annoys me. The funny thing is that I've probably done the same thing alot without realising it.
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