Scrolling an Actor

bajashbajash Member, PRO Posts: 215
edited November -1 in Working with GS (Mac)
Hi All,

I want to scroll an actor (clouds), I can not seem to do this on my scene attributes. When I click on "Wrap X" in Scene attributes all my actors will wrap, which i do not want. Any answers to this?

Thanks.

Comments

  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    Are you using the move behavior to move your clouds? If so, here's a trick to simulate wrapping a single actor.

    Lets say your clouds are moving from right to left. Make a rule that says "when cloud is at x position -50 (that is, off the screen to the left), change x position attribute to 500 (putting the cloud offscreen on the right side). Play with the numbers to get the timing right. Good luck!
  • bajashbajash Member, PRO Posts: 215
    Hi LG,

    Do you mean add the "Move Behavior" attribute?

    Thanks?
  • jimmyluciajimmylucia Member Posts: 12
    What does that look like when creating the rule? I just tried creating the rule, selecting attribute to the x.position and made it equal to 50, then Change Attribute to equal 500. Is this right?
  • jimmyluciajimmylucia Member Posts: 12
    Just answered my own question. My game is being built for iPad, and I changed attribute to 1000. When creating the rule, select attribute, self position x, and make it greater than 50, then put the change attribute behavior in there, and if your game is for iPad, then 1000 is just off screen.
  • bajashbajash Member, PRO Posts: 215
    jimmylucia said:
    Just answered my own question. My game is being built for iPad, and I changed attribute to 1000. When creating the rule, select attribute, self position x, and make it greater than 50, then put the change attribute behavior in there, and if your game is for iPad, then 1000 is just off screen.

    Is this making it wrap? Or is it just moving like an animation?
  • bajashbajash Member, PRO Posts: 215
    I would like the clouds to be a continuous loop. Someone must know how this is done.
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