Reply to Re: screen scroll
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As Joshriot says you can do much with warp properties of sprites, but if you do want a large area to wrap then its like this:
void touch ()
{
&player_map += 5;
sp_x(1,590);
load_screen(&player_map);
draw_screen();
}
This is wrap-L.c . It moves the player 5 screens to the right and along the right edge of the screen. note, it does not have a fade_down and fade up. Its basicly the minimum needed to do this. (wrap-R.c is the same, but -=5; and sp_x=10
&player_map,&sp_x, and &sp_y are global variables created in main. Normaly the engine updates them whenever dink walks to the edge of the screen, then the engine automaticaly does the load and draw of the new screen. Since the variables are global, any script can control it.
Of course this script is attached to an invisable sprite within 10 pixels of the edge.
void touch ()
{
&player_map += 5;
sp_x(1,590);
load_screen(&player_map);
draw_screen();
}
This is wrap-L.c . It moves the player 5 screens to the right and along the right edge of the screen. note, it does not have a fade_down and fade up. Its basicly the minimum needed to do this. (wrap-R.c is the same, but -=5; and sp_x=10

&player_map,&sp_x, and &sp_y are global variables created in main. Normaly the engine updates them whenever dink walks to the edge of the screen, then the engine automaticaly does the load and draw of the new screen. Since the variables are global, any script can control it.
Of course this script is attached to an invisable sprite within 10 pixels of the edge.