Avoid things while the map automatically scrolls

Deduu

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First of all: I'm sorry for my bad english, but I hope you will still be able to understand my question. I want to make a minigame. The mechanics should be the following:

- The map automatically scrolls vertically - like in this video: - There are some obstacles on the map and if you touch them, you lose and have to restart. Some obstacles are immobile like rocks and others move from left to right.
- If you are "too slow" for the scrolling map and your character leaves the screen - you also lose.

Now as you propably know, there is this space invader scripted by Galv (the one of which I posted the video above) . I like it, but I'dont want to use it, becauce it's too complicated for me and it includes features that I do not need. I don't want the players to shoot and there should be no enemys, only obstacles. These obstacles should also not be generated randomly, I would rather want to make a very long map and place everything manually on the course.

I think this should be possible without scripting but only with eventing, am I right? But I am too stupid to figure out the easiest way to do it. How can I make the player lose if he leaves the screen?

For another variant I want the player to be only able to move left/right but not back/forward while the maps scrolls. The player should always be in the same y-position of the screen while the map scrolls. How can I do that?

Does anyone know any tutorials on games like that oder would be willing to explain it to me? I wasn't able to find a tutorial by myself using the search function in this forum or via google.

Thank you very much!
 

Frogboy

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One of my levels in Heir to the Kingdom is a skiing mini-game. It works like your second request and was done completely through eventing. So it should be possible in Ace as well. I locked out all player movement and ran a parallel process checked to see if the player was pressing left or right and handled the movement accordingly. The obstacles were marked with region common events that triggered the "death" sequence and restarted the level but they could have just as easily been normal events that called the same common event. Movement was a bit sluggish but it it kind of worked with the skiing theme.
 

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