I dont know what the hell im doing wrong. I have a huge area (20000x20000) that Im doing a Metroid/Castlevania style platformer. I have the coding to Always Center Screen on my character, 0,0 on hot spot (which is dead center of my sprite) and it for the love of god just will not work. I want my hero to always be in the center of the screen. I dont want to have everything moving past him because that will just take forever. Whenever I try to test my character, it wont scroll... at all. Is this a bug or something? If i jump down off a platform into a pit, it doesnt follow him down the play area or anything. Please help...
What window size do you have?
Are you 100% sure that you have selected you player sprite as the focus point? Double check, delete the event and recreate it.
Failing that upload your mfa for someone else to look at
Yes, line is "Always > Storyboard Controls > Center Display at (0,0) (COHEN 1) which is my sprite. My window size is 1600 x 1200, although I'd like it to be much smaller, as the game will play like you are looking at a CCTV and you're scores and powerups are shown on the panel (if you can imagine that). So with this, I want to give the player the feeling as if they are looking through the eyes of the person watching the television but playing AS the person on the television. Therefore, I;d like to have the hero always dead center of the screen. I even though ahead and made margins along the edges of the screen so if you hit the furthest wall of the map, the player can still be dead center. I got somewhat of a scrolling when i turned off "resize screen at start of frame" but everything is so microscopic it wont work.
Here is a link to a picture showing you what the overlay will look like. As for posting an example, where exactly can I host the file? Can upload it to this site or do I have remote host it and post the link?
You have accidentally crippled your level size by editing the Virtual frame size. Resetting this back to what it should be (20000 x 20000) does not resolve the problem.
Try recreating the level without editing the virtual size and you will see what i mean.
Im lost. I created a new frame, that by default went to 2000x20000 in both frame size and virtual frame, copy and pasted the testing sprite and platform and got the same issue.
Once I hit the resize screen option, I get nothing... Its not making sense to me. I sort of got it to work when I resized the virtual to 10000 x 10000 but now my guy just falls through the platform.... ughhhhhhhhh
Ok I shutoff "Handle Background Collisions even out of window" and were golden at this setting, but Im afraid having this option off wont let me code something happening in a room that Im not currently in ie hit a switch and a door on the other side of the map opens. Thoughts?
Also Virtual is 19000 x 19000 too btw. This works considering that 1000 extra pixels around the border of the map wont cause scrolling issues down the line.
Rule number 1: Never resize anything in MMF2
Rule number 2: Never handle off-screen collisions in MMF2
Also, your scenario has nothing to do with handling collisions out of the window, since the hitting of the switch happens on-screen. Setting flags should not present a problem.
It may be worthwhile to mention that the world in Metroid and super Metroid is not all in one frame, there are loading areas whenever you go through a door.
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.
I think he means the transitions, which only look tricky and are actually very easy to do. Just have a frame dedicated to transitions and have two global values to tell which way the character is moving and where the destination is.
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.
I have to fiddle with it when i get to that point... there will just be so many things that could change in one frame, that when you have to do back tracking, that frame would have to entirely different than when you first got there... having it all on one frame would make things so much easier... Everything is still in its infancy as of now...
I have to fiddle with it when i get to that point... there will just be so many things that could change in one frame, that when you have to do back tracking, that frame would have to entirely different than when you first got there... having it all on one frame would make things so much easier... Everything is still in its infancy as of now...