Ok let me reiterate. The normal scene properties x/y wrap function creates a camera "cut" effect when the camera reaches the bounds of the scene. I want a continuous transition, so it appears as if the camera is moving along an infinite scene.
Don't use camera when wrap x or y and it's smooth like butter or a continuos runner or jumper game. You have to make your objects move either left right up down at a set rate They will come back around depending on how large you make the scene
1. Don't move the scene /camera; move the background. Make the scene the same width as the screen, but cycle long ground/background/etc through the scene; when it gets to the end interpolate back to it's original position.
2. Don't use wrap, if you're trying to avoid the actor getting close to the end of the scene and resetting on the other side of the screen. Instead, set up a rule that says when your actor gets to within a certain distance of the right-hand side of the screen, interpolate it back instantly to the beginning of the scene - same as if he had wrapped around the end, but keeping him in the same relative position.
It'd help to know a little more about your game, if these assumptions are incorrect. Are you building an endless runner? A platformer? Don't get upset with people who are trying to help you but unable to tell you exactly how to do something if you aren't giving them the information they need to form the correct assumptions.
Don't get upset with people who are trying to help you but unable to tell you exactly how to do something if you aren't giving them the information they need to form the correct assumptions.
+1 You can also put walls up at each side to keep the actor from going too far but still want it to be able to move around the screen
Ok I'm sorry Chaser. That was unfair of me. I had a bad day yesterday and was kinda fed up with everything. Retail sucks. Anyway I apologize.
If anyone has played the game "Space Miner Blast," that is the effect I'm looking for. In that game the scene is actually very small but seems kind of infinite because the max and min of the x and y bounds are essentially connected.
msones thank you very much I will try your interpolation solution. It may be hard to make either end of the scene match up (gad, when will they just put a friggin grid in the level editor!?) but I'll manage.
Yes wrap x and y. don't have the ship control a cam. Personally I'd make a couple background images and in your art program make the edges transparent on 1 of them so it blends well with the static image (place just off scene, top, bottom, left or right then as you use the joystick it actually sets a global attribute for different directions (there may be a better way than im describing for movement) then in background image if such and such attribute is 1 move at say 30speed 180 degrees then control the rocks and such at faster speeds. Hope this helps. PS I hear ya on the retail thing.
Comments
You have to make your objects move either left right up down at a set rate
They will come back around depending on how large you make the scene
1. Don't move the scene /camera; move the background. Make the scene the same width as the screen, but cycle long ground/background/etc through the scene; when it gets to the end interpolate back to it's original position.
2. Don't use wrap, if you're trying to avoid the actor getting close to the end of the scene and resetting on the other side of the screen. Instead, set up a rule that says when your actor gets to within a certain distance of the right-hand side of the screen, interpolate it back instantly to the beginning of the scene - same as if he had wrapped around the end, but keeping him in the same relative position.
It'd help to know a little more about your game, if these assumptions are incorrect. Are you building an endless runner? A platformer? Don't get upset with people who are trying to help you but unable to tell you exactly how to do something if you aren't giving them the information they need to form the correct assumptions.
You can also put walls up at each side to keep the actor from going too far but still want it to be able to move around the screen
If anyone has played the game "Space Miner Blast," that is the effect I'm looking for. In that game the scene is actually very small but seems kind of infinite because the max and min of the x and y bounds are essentially connected.
msones thank you very much I will try your interpolation solution. It may be hard to make either end of the scene match up (gad, when will they just put a friggin grid in the level editor!?) but I'll manage.
Yes wrap x and y. don't have the ship control a cam. Personally I'd make a couple background images and in your art program make the edges transparent on 1 of them so it blends well with the static image (place just off scene, top, bottom, left or right then as you use the joystick it actually sets a global attribute for different directions (there may be a better way than im describing for movement) then in background image if such and such attribute is 1 move at say 30speed 180 degrees then control the rocks and such at faster speeds. Hope this helps.
PS I hear ya on the retail thing.