Hopefully this helps:
https://www.dropbox.com/s/0meqzkt21ebbf ... .capx?dl=0
What's going on in the original capx is that the y scroll occurs on the jump command, so the payer's y value is actually lower - or at least different - than the last y scroll value, which leads to a sizable jump in where the "camera" is looking. In my example, I use a value that only updates when the player's y value is less than itself for the scroll. I also could have probably done something like:
If player.y is less than scroll.y -> set scroll y to player.y
...but this only just occurred to me haha.
Is this something that's easy to reapply to an X scroll instead of Y scroll? There are some older videogames that would let you walk to the right but not back to the left (Contra, Adventure Island on NES) and I've been wondering how to accomplish this setting of not letting the player go backwards.