Clickteam Fusion 2.5

Clickteam Fusion 2.5

Alpha17x Jul 1, 2015 @ 11:50am
Scrolling: Center X and Y via two different objects
I've been making a space shooter game. It's simple enough to get the game to automatically scroll but because the game has some parts that go down slopes; I need a method of controlling the X Axis (which is the direction of the automatic scrolling), and the Y Axis (ideally controlled by the player object seperately.


My first thought was to do the following;


Always center display at X=X"Scroller"
Always center display at Y=Y"PlayerShip"

However this does not have the desired result, it will for whatever reason cause the player ship object to slam down to the bottom of the stage while still following the scrolling object. It actually causes the screen to form a double image as it tries to follow the scrolling object and the Y position of the PlayerShip.


What's additionally puzzling is that it's even causing the player ship to move, or it seems to be at the start. The events should be centering the display on the object, not effecting it's movement or speed.


This double image problem occurs even if only

Always center display at X=X"Scroller"
is active, and vise versa.


I've tried other methods as well such as simply centering the window on the scroller object and having it change directions at certain points. And while this partially works the problem with that is that when it returns to it's original direction (right) it for some reason snaps the entire display to reposition it. It's in the exact center of the window so it shouldn't be snapping at all, it should be a simple direction change.

Lastly out of desparation I tried to change the scroller from bouncing ball movement to path based movement. It may very well be the way I have to go but I've noticed that path movement does some strange things if the path is larger than the window. For example there were many times where it would randomly decide the node it should start from was back near the start of the stage, even though the last node near the end was selected.


Edit: Video Example:
http://youtu.be/_6zlnATkCsA
Still processing as of this edit, may not be visible yet.
Last edited by Alpha17x; Jul 1, 2015 @ 11:54am
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Showing 1-6 of 6 comments
kisguri  [developer] Jul 1, 2015 @ 12:19pm 
o use the actions under Storyboard controls/Scrolling

Center Horizontal position of Window in Frame
Center Vertical position of Window in Frame

And set them to your respective objects.
kisguri  [developer] Jul 1, 2015 @ 12:20pm 
Nice looking shooter BTW
Alpha17x Jul 1, 2015 @ 1:06pm 
I will give it a go, and thank you.
Alpha17x Jul 1, 2015 @ 8:13pm 
Figure I'll just use this thread.

This program is so great yet frustrates me to no end as it always has.

Event group only activates when specific type of enemy is on the screen.
Part of that event group is that every 1 second enemy launches bullet object at player.
Additionally every 1 second a bullet firing sound is played to go with the bullets being fired.

The very second the enemy is destroyed, or off the screen (destroyed) that group is supposed to deactivate and that bullet sound is supposed to stop.

Yet it keeps playing. every second. even though the event editor clearly states the group is to deactivate and cease all operations, which would include that sound being played every second.

So I created an event outside of that group that has multiple conditions to activate it. if the enemy is destroyed, the sound is to stop, if the group is not active, the sound is to stop,

It still keeps playing it.


Why is the event still firing, the group is deactivated. Staaaahp it :(
kisguri  [developer] Jul 2, 2015 @ 8:03am 
Do you have a event that opens the group, it must be firing, or your event to close the group isn't, I use groups heavily, so I know the functionality is there, something is wrong with your implementation.
Alpha17x Jul 2, 2015 @ 9:34am 
Must be; I've done similar in the past and it worked fine. Time to look for group activation triggers.
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Date Posted: Jul 1, 2015 @ 11:50am
Posts: 6