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No problem! I appreciate your responsiveness and willingness to improve. Best wishes in future debugging!

P.S, if it's possible to check the player's resolution, would it also be possible to make the screen go up by that amount? For example, x resolution is 1080 px and the wallpaper starts at the bottom. Move it up by 1080 px and it will have cleared the screen. If you have a set animation, see if you can amplify (multiply) it by the resolution to make it dynamic for each system. I'm not sure what engine/language you're using, but hopefully this can help.

Thanks for the debug suggestion, I very appreciate it! I used Unity for my game and my current approach is:

  1. Check canvas height and record the value down. 
  2. Move the wallpaper's anchoredPosition from current anchoredPosition to the recorded value. So for example: the canvas height is 1080px and the wallpaper's initial anchoredPosition is 0px, Then the wallpaper will move from 0 --> 1080px above the initial position.

This should work no matter what resolution on the height of the screen is but somehow it still occur on your side. I'm thinking is the width of the screen affecting the anchoredPosition calculation too since you are playing on 720x1080. Anyways, I'll take a look at that and thanks so much again for playing and giving out suggestions for improvements!