Background moving opposite to camera tracker.

QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
edited November -1 in Working with GS (Mac)
What I'm trying to do is have my background elements only move (in the opposite direction of course) when the camera moves.

So I have an actor that controls the camera and of course I'm using the camera tracker box on it. I only want the background layers to move when the camera moves, not when the actor.

From what I've seen it's possible using control camera but beyond that I'm stumped. It seems this might be quite a common request so I'm hoping some kindly Saladeer will take kindly to this poor old decrepit game builder and lend a hand.

As a side note, I noticed the iPad viewer shows a slow frame rate but when I play my WIP on the actual device it runs buttery smooth! Anyone else had this problem? I'm using all the latest
versions.

Thanks chaps and chapesses!

Mike

Comments

  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    A quick bump for those who missed this ;)

    Cheers!
  • quantumsheepquantumsheep Member Posts: 8,188
    You know, I've read both these posts now and all I could think of was:

    "But how could they be jamming us if they don't know... if we're coming?"

    Sorry mate, I don't think I can help on this one!

    Just posting so you know you're not being ignored! :D

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi Mike, just seen your bee demo; excellent animation! Interesting to read that you worked on Fraggle Rock; you must live in my neck of the woods; I remember the ad in a local paper for puppeteers wanted, no experience required. I was sorely tempted but never did get to an interview! Maidstone Studios, I think?

    Actually, forget all that, perhaps I'm thinking of something else! I could have sworn Fraggle Rock was made in the UK...

    Anyhow, your prob is pretty much straightforward; in your player's rules, put a control camera behaviour. in the editor, click on the small camera icon at the top, then adjust the camera area to quite small in the middle. That's basically it.

    A good example is used in one of the scenes of a CodeMonkey game/example, here:

    http://gamesalad.com/game/play/22929

    Hope that helps!

    :-)

    Just found another Tshirtbooth demo which might help (if I've understood correctly what you're asking):

    http://gamesalad.com/game/play/54756

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    Heh - QS, you are too funny (at least you didn't blame me for the bashed up radar dish in the Death Star like most others seem to....)

    Thanks Gyroscope, I'll head over and look at that to see if it's what I'm trying to do. Been searching the dag-blamed forums for hours - lol!

    Yeah UK Fraggles was shot early to mid 1980s at the old Gillingham facility (which used to be a cinema). As it was TVS, their headquarters were indeed in Maidstone. I know they did a bunch of other puppet programmes after then so no doubt you saw an ad for one of these. We even shot some Uncle Travelling Matts around that area too. I was actually born in Chatham atop an incredibly steep hill. Somehow I rolled down and ended up in Texas.... :-o
    So you still live near there? I remember during lunch breaks we used to go to Gillingham High Street to a restaurant that had Dseperate Dan Cow Pies - no lie!

    Thanks for the assistance and I'll post if it worked.

    Cheers!

    P.S. Glad you like the animation, that was at 15 FPS. Interestinng to note that on the iPad, I'm now getting 30 FPS and left and right facing anims. I'm pretty stoked again after almost abandoning my game.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    That was it, TVS studios, I remember now, yes! Interesting to hear about those times.

    I think I'll try rolling down Chatham hill to see if i land up in the USA! I'm guessing Texas is more than a little different than the Medway Towns!

    I was born in Gravesend, and lived here all my life (apart from 2 years living near Cambridge city). Widely untravelled, I am...

    I don't remember Desperate Dan cow pies but then didn't often frequent the Gillingham side of things. (Or have I a vestigial memory of them?!)

    Hope the links are what your after.
    MikeQuinn said:

    P.S. Glad you like the animation, that was at 15 FPS. Interestinng to note that on the iPad, I'm now getting 30 FPS and left and right facing anims. I'm pretty stoked again after almost abandoning my game.

    I look forward to seeing your finished game, Mike!

    OK, as you'll know it's gone 3 in the morning here in the UK, and I think it's about time that this insomniac actually got some sleep...goodnight to you!

    :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    "It's a trap!"

    Okey-Dokey so that wasn't quite what I needed.

    I already have the camera following the character.
    What I'm looking for is a way to move the background layers at different speeds only when the camera moves, for the illusion of depth.

    I know there's got to be a recipe somewhere for this ;)

    "That Death Star's operational!"
  • quantumsheepquantumsheep Member Posts: 8,188
    MikeQuinn said:
    Heh - QS, you are too funny (at least you didn't blame me for the bashed up radar dish in the Death Star like most others seem to....)

    That was too close!

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • ORBZORBZ Member Posts: 1,304
    you can track the camera origin x and y through a scene instance actor.
  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    Yes , thanks ORBZ - got that far. I assumed that was the correct approach but I couldn't figure out the next bit. The camera tracker box stopped following my character at that point. I tried assorted rules with my backgrounds but I was missing something.

    Sorry to be so lame ;)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi Mike, ah, you mean parallax scrolling. I have at least one download from a GS user; I'll dig out the link as soon as I can.

    :-)

    Edit: found them easy than I thought!

    They are very impressive, both by JCFord. The first one shows the principal but you can't download the game file, unfortunately:

    http://gamesalad.com/game/play/33976

    This second one is relatively complex and will need a little "backwards engineering":

    http://gamesalad.com/game/play/52419

    :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    Thanks Gyroscope.

    I remember the first but hadn't seen the second one.

    The big difference is I want the background to stop when the camera stops, rather than a non stop scrolling. especially as the camera will go both left and right. Also I wanted to add a little up and down too. So it's completely determined by the camera moves. When the camera is static, the background should be also.

    Crazy talk huh?
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Mmmm.... pies.
  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    POLYGAMe said:
    Mmmm.... pies.

    ... and they had a flaky crust and lots of gravy (with the two pastry horns sticking up, just like in the comic)!
  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    I think I've established using the "Control Camera" technique is part of the answer.

    I'm unsure of how to have the background scroll only when the camera moves, i.e. only when my character pushes against the tracker box. This way I can move the BG layers at different speeds for depth, but when the character (or rather, camera) stops, so does the background.

    I'm pretty sure this is possible and wonder if anyone out there knows the answer or has done this?

    Humble thankings,

    Mike
  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    Just throwing this up there again in case someone else can see this and shed some more light.
    Apologies if I'm being irritating....

    Thanks ;)
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