【ツ】GS DEMO - Cover Flow

MarkOnTheIronMarkOnTheIron Member Posts: 1,447
edited June 2012 in Working with GS (Mac)
Hi,

I was working on a game that needed a cover flow effect in a level selection scene. I checked some demos that I saw here but they didn't worked well for my game. So I started by one of those and made one on my own. It's working pretty good so I decided to share it with you.

Here it is:
https://dl.dropbox.com/u/8244920/CoverFlow.zip

image

Comments

  • patapplepatapple Member Posts: 873
    Yeah, i think cover flow is a vey cool system for menu. I created one yesterday for my game in around 1 hour comeetly from start and it works perfectly. Did you create this one with the swipe system?
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Yes you swipe and it moves, like magic. :)

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    Hey! This works great! Thanks for sharing.
  • EatingMyHatEatingMyHat Member Posts: 1,246
    Thanks for sharing!
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    edited March 2013
    @SnapFireStudios and some other users in the past asked me how to slow down the scrolling.

    At the moment the scrolling is directly linked to the touch/mouse position. To slow it down you need to go to the Camera actor and change this expression in the first Constrain Attribute behaviour:
    image

    With this:
    image


    You can change the 0.2 value to anything from 0 (no movement at all :) ) to 1 (like the original expression) to ∞ (this may cause your device to warp you to another universe).

  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    edited March 2013
    @MarkOnTheIron - Thanks for the tip.

    On more thing, After the user lets up the mouse button, I want the boxes to continue moving and decelerating for about .4 seconds before snapping to whichever box is closest.
    How would you do that?

    Thanks,
    - Thomas
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Then I fear that you will need to play a little with the Motion Linear X attribute. Using a "When touch is pressed" rule for the movement and adding in its otherwise section a brake rule.

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