AnD4D's Forum Posts

  • Hey guys!

    I'm trying to figure out how to make each member of a family rotate toward the closest member of the same family. Does that make sense?

    At the moment, the system just seems to realise that it itself is the closest member of the family, so it just looks at itself. This obviously isn't what I want it to do. I want to to exclude itself from the choices. I therefore tried to set it up so that it would allocate itself a number, and only check out family members whose numbers that were not equal to its own... but that's where I start to get confused, and it doesn't appear to be working.

    Originally I did have it set up where players and enemies had their own families, and that worked great. The only problem I had is that I wanted certain aspects to work for both families, so I combined the two. It is important that I only have this working within a single family, so I hope someone can help.

    I feel I'm close, but for all I know, I may be way off.

    In any case, please find the attached summary example of what I'm trying to achieve.

    Example

  • nemo I used instance and global variables rather that just (11/20). The instance I use is 11, and the global I use is 20. For some reason, this is what generates the odd number.

    ramones Thanks, that works, although I still don't understand. I would have thought we wouldn't be having such a strange results appearing... especially after looking at Colludium 's.

  • Joannak Strangely enough, when I tried to use int in my main project, I got the results 100%, 0% and -100% only. I just assumed it was doing some major rounding, and took it back out.

    Glad someone's able to reproduce it though.

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    copy.com/k1YjZyP2VIO4wjMk

    Steps to reproduce:

    1. I have text set to "(Variable1/20)*100&"%"".

    2. Set Variable1 to 11. This is not required if using the capx, as I have it counting down to show all numbers.

    Observed result:

    When it gets to 11, it should show 55%. Instead it shows 55.000000001%.

    However, this only occurs when I have the &"%" added to the end. Not sure why, but without it, it just shows 55. I can get around this by amending "%" to the end... but it's just strange that it only doesn't work with "&" added.

    Expected result:

    55%

    11/20 = 0.55 * 100 = 55. Not sure where the 000000000.1 comes from.

    Tried adding "int" to the beginning, but that doesn't work at all, lol!

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Win 7 64bit SP1

    Construct 2 version:

    r159

  • Have you made a game before? How did you get a license?

  • How much do you charge per track?

  • Love "First Level". Would fit in great for a game I'm working on now in fact.

  • Sorry about so many posts, but I do not understand the zoom function. It appears to be very jerky indeed, and no matter how much I change the lower and upper values, I'm unable to set the zoom so that it never goes below 100%, or that it only ever zooms out to 50%.

    Even in the example provided it's quite jerky. I'd like to incorporate lerp, but I can't see where to add it.

  • Also, in my project, in order to get a smoother camera track I have an object that always lerps to the camera position.

    The camera is tracking 4 objects all at once, so trying to keep the camera in between all of them. When one of the objects is destroyed, I tell it to un-follow that object.

    It seems that if an object that is being followed is destroyed, you can not use un-follow. Looks like you have to unfollow it before it is destroyed, but that's awfully hard to do when the object is part of a much larger family.

    Therefore, I have it set up so that it says "If object count = 0 unfollow object". This doesn't appear to work well.

    The only way I can get it to work is to create a new camera over(?) the other one. However, what this does it causes a slight shudder when the camera changes.

    Is there a way to have the camera active, and tracking the other objects, but without the scroll to actually following the camera point?

  • If I create a camera with the same name as a previously made camera, will it replace the original?

    I was struggling to get it to refresh when a followed object is deleted.

  • Ashley

    Oh, I thought this would be more of a Construct thing to announce as a feature, rather than be tied up by Nintendo. After all, all someone has to do is release a trailer for their game made with Construct 2 which shows both screens working independently and we'll all know the answer.

    In the meantime, having your hands tied means you have potentially less features to announce for Construct 2. I don't see how anyone wins regarding keeping this a secret... apart from Nintendo if their plugin only supports the gamepad, and they don't want people to find that out until it's too late... but I doubt that.

    In any case, I guess I'll play the waiting game until I see more, or get my own license, but I doubt I can start planning any Wii U games until I know the answer, as it's pretty integral.

  • Hey guys!

    If there's anyone with the Wii U plugin, would you be able to let me know if there's a way to have the TV screen show something different to the GamePad?

    That's the main innovation for the Wii U, so it would be nice to be able to access that functionality.

  • I trust Scirra know what they're doing. I guess the only thing I'm really waiting for besides a decent mobile exporter is the online multiplayer functionality, but I understand or believe that's being researched.

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  • Interesting... it seems you have to use the add command, as well as using a static local variable.

    Thanks everybody!

  • 4th boss. Just under half health.

    Very cool. When you die, the pew sounds still happens even if you're dead.