A Little Background
My son Seth has a Lazy Eye and there is evidence that his condition can be improved by playing video games.
Tetris Video Game Helps Treat Lazy Eye
Basically he has poor focus in one eye and perfect focus in the other eye. Over time his brain has started the process of shutting off and ignoring the bad eye. He wears a contact now to correct the focus issue but, his brain is still in the habit of ignoring that eye.
So not just any game will work. He needs something that forces his eyes to collaborate to bring together and track images.
I can use Durovis Dive or Google Cardboard to separate the images he will be processing.
He is a fan of Flappy Bird so a clone of this would be a good start.
My thought is to have the bird visible only to his left eye and the pipes only visible to his right eye. The background is visible to both eyes to give his brain a reference to bring the images together.
So Here is the actual question
I have ran into an issue trying to get a scrolling background and scrolling pipes working in two screens that clip at the right point.
How can I create a screen like below that
The background scrolls in sync in both windows?
The pipes clip at the center?
Thanks!
A crop node (or two) might do the trick so that it masks out the other half of the screen.
Related
How would I make a scrolling pseudo 3d floor like in street fighter 2 in XNA(or more specifically MonoGame)?
https://gyazo.com/ea78954a5d96c3cb522eeac4a6ee5f21
for reference, if you aren't aware what I'm talking about. I Understand the concept of how it was done on the SNES(moving each line of the sprite separately) but how could I achieve the same effect in XNA with today's technology and libraries?
What you need is a simple ViewPort.
A ViewPort basically shows only a little scene from an overall bigger Picture. Like you have it in sides crollers or RPGs. You only see the current scene and not the complete Level/World.
An implementation example can be found here:
http://community.monogame.net/t/simple-2d-camera/9135
It might be a bit tricky to understand everything at the beginning, but at the end you can reuse this for almost any 2D game and several effects (camera shake, Rotation and so on) so it's worth the effort,
I'm trying to develop a platform game similar to Geometry Dash but i'm facing a lot of problems during the making of the algorithm.
I don't barely know how to proceed. Are the levels structured with a long image ( that is the ground) with obstacles added, or there are many obstacles generated progressively during the game?
I'd like to know where to start from, what to draw and how to place it in my game, how to build the collision detection.
The game will be an auto-scrolling platformer, so, will the character's asset be moving right or will all the level except for the character be moving left?
I'm a beginner, so i would like to receive detailed answers and not too difficult to understand. Thank you.
if you have any advice I would gladly listen to it.
I've done all corona tutorials but they doesn't explain how to do a platformer. - Luca Pasini
Looks like you still don't feel how game work from inside. Tutorials probably will not help you much. I think you need to start something very simple by your own - not by tutorials.
For example:
Show red rectangle
Show blue recatngle
Tap on the screen and red rectangle must change his position (not by transitions - just by core x,y change)
If they are collide - show text: "You win". Collision check just by raw calculations.
Then go with updates, that will make it looks more like a game.
When building a game with SpriteKit, with a platformer game (like Doodle Jump for example), is it preferable to move the camera up, or the background nodes down ?
What is the standard practice in other frameworks ?
MOVE THE CAMERA!!!
One of the weirdest things about 2D game engines is that it often takes them a series of versions to get a camera.
They should be born with them.
SpriteKit was no different, it took forever to get a camera.
Now that it has one, never ever think of not using it.
Will make your life a million times simpler.
I can think of no exceptions, but look forward to being proven wrong.
move background was HOTFIX until proper cam support added.
use the cam. its easy and fun. no reason to not imo.
DESIRED EFFECT:
Imagine a UIScrollView such that as you scroll in any direction, you feel like you're looking around inside a dome. As in, the screen is stretched/warped/distorted at the edges by a filter/mesh of some sort. Think of a 3D game where you're looking up at the sky.
WHAT IT'S FOR:
I plan on plastering menu items on a sky of sorts. Imagine looking at the sky where clouds are tappable menu items and there are enough clouds such that you have to scroll around to find them all. This is just a menu to the actual content; it isn't a full 3D game where you can move around and such. I am therefore hoping that I can fake the 3D effect by stretching/warping/distorting the edges of the screen.
WHAT I NEED:
I need to at least know the direction to look in so that I can see how feasible and how much work it will take. If it's too much, I'll unfortunately have to do something else.
From what I've looked at so far, it appears that QuartzCore isn't enough and I suspect that OpenGL is the only way to do it. Before I throw myself into OpenGL though (I'm a complete noob at it), I'd like to know if that's even the correct technology that I should be looking at. And if it is, what area of it I should be looking at (initial searches indicated stuff like texture warping might be what I'm looking for?).
Thanks!
You’re on the right track. You’ll want to use OpenGL ES for this. The basic idea behind this that I’ve seen used to great effect is to project the scene on the inside of a cube, rotating the cube when the user moves their finger. This book really helped me when I got started with OpenGL.
I'm developing a game in as3 for iPhone, and I've gotten it running reasonably well (consistanty 24fps on iPhone 3G), but I've noticed that when the "character" goes partly off the screen, the frame rate drops to 10-12fps. Does anyone know why this is and what I can do to remedy it?
Update - Been through the code pretty thoroughly, even made a new project just to test animations. Started a image offscreen and moved it across the screen and back off. Any time the image is offscreen, even partially, the frame rates are terrible. Once the image is fully on the screen, things pick back up to a solid 24fps. I'm using cacheAsBitmap, I've tried masking the stage, I've tried placing the image in a movieclip and using scrollRect. I would keep objects from going off the screen, except that the nature of the game I'm working on has objects dropping from the top down (yes, I'm using object pooling. No, I'm not scaling anything. Striclt x,y translations). And yes, I realize that Obj-C is probably the best answer, but I'd really like to avoid that if I can. AS3 is so much nicer to write in
Try and take a look at the 'blitmasking' technique: http://www.greensock.com/blitmask
From Doyle himself:
A BlitMask is basically a rectangular Sprite that acts as a high-performance mask for a DisplayObject by caching a bitmap version of it and blitting only the pixels that should be visible at any given time, although its bitmapMode can be turned off to restore interactivity in the DisplayObject whenever you want. When scrolling very large images or text blocks, BlitMask can greatly improve performance, especially on mobile devices that have weaker processorst