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TGF Adventure Game Scrolling Tutorial
Author: Skyler Hall Submitted: 17th November, 2005 Favourites:0
Genre: Tutorial Downloads: 195

Edited By Skyler Hall on 11/17/2005

Tired of static one-screen rooms in your TGF adventure games, but don't like the look of simply centering the viewport on the character all the time? This tutorial explains how to implement proper scrolling into your TGF adventure games. It is pretty straightforward, requires no third-party TGF extensions, and should work with no problems in either CNC or MMF as well.

Contents of zip file:

-scrollingtutorial.gam (native TGF game file; requires TGF to open)
-tutorial.txt (a text file explaining the basic workings of the engine)
-screen.jpg (a screenshot with all of the basic elements labeled)

Have fun

Review This Download (72kb )

Posted by axel 17th November, 2005

Double post. You should delete this one from your user profile.
Posted by Keatontech! 17th November, 2005

uhh, actually he submitted different tutorials, both of which are pretty much useless.
Posted by hishnak 17th November, 2005

You made a tutorial just to show how to scroll? Is that right?
Posted by Skyler Hall 17th November, 2005

It's really more for beginners who want to make TGF point and click games (same as my other tutorial). I know it's fairly simple, and probably obvious to many, but then people don't always think of the obvious. For instance, for some the tendency is to try to have the viewport center on the character sprite itself, and they don't always think of utilizing a hiddem active object.
Posted by Ez* [Data String Studios] 17th November, 2005

You can hide active objects?!?!
Posted by Jason Dudie 17th November, 2005

oh snap you can scroll in TGF?
Posted by Cecilectomy 17th November, 2005

Posted by Skyler Hall 17th November, 2005

That's not quite what I meant. I know that making active objects invisible is basic, and it's not like I'm saying no one knows about it. Let me explain what I meant: Since the game window is suppossed to scroll only when the character object gets to the edge of the screen (or within a certain distance), some beginners may have the tendency to try and have the event itself be determined by the character object, and it may not occur to them to use an invisible active object. Or, they may simply want to use an always event to center the viewport, which really is a crude way of doing it (doesn't look right for an adventure game at all).
Posted by Noyb 17th November, 2005

You should probably have a condition that makes sure the cursor is in the walkable area or at least outside of the action bar before creating the walking marker. Right now, the character can walk up walls and if you click on black action bar, the character tries to walk forever down.
Posted by Skyler Hall 17th November, 2005

I know the character can walk all over the screen, but I chose to keep it simple and not to do anything about that in order to focus soley on the scrolling aspect. Still, your're probably right. I should probably fix that.
Posted by Cecilectomy 18th November, 2005

Posted by shftd 18th November, 2005

OMG!!! LEGENDKPR IS INVISIBLE!!! OMG OMG OMG!!! O, M, G!!! OMG!!! HELP HIM!!! I'm exaggerating! Whoo!!!
Posted by Cecilectomy 18th November, 2005

phwew! the mirror was just out of order.
Posted by frankys 19th November, 2005

wow thats cool...
Posted by Jason Dudie 22nd November, 2005

Did you guys get the scroll weapon in this game? I had to beat the MegaTurtle on Level 5-4 just to get it, and then I was unstoppable!!! I give this a 5 out of 5.





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