AnD4D's Forum Posts

  • funkyos

    It appears to be worse than CocoonJS. I haven't even tried PhoneGap. It hasn't been remotely worthwhile for almost a year.

  • Just managed to get my game working. Couldn't get the icon working, nor could I get a space between the text of the app title.

    Finally, I was disappointed to discover that my app was running even slower than CocoonJS, and the volume controls didn't work at all for this game on my mobile device.

  • I should also point out that my teeny tiny game of 4.4mb is exporting as a 27mb APK.

  • I'm very happy to have this exporter. CocoonJS has been a constant disappointment for me, with seemingly no progress in the last 6 months (for me at least).

    In any case, my experience with this new version isn't going too smoothly.

    These are the instructions in the latest blog:

    Download the Intel XDK to access the build system - Done

    Run the Intel XDK and sign up/log in if you haven't already - Done

    Create a new project in the XDK - Done

    Export your project from Construct 2 using the new 'Android' option - Done

    Copy-paste the exported files over the XDK project you've created - Done

    Switch to the 'Build' tab in the XDK - Done

    Click the 'Build' button by 'Crosswalk for Android' - Done

    Follow the steps to build the app - This breaks a lot... randomly shuts down the XDK program once uploaded.

    Download the .APK on to your device (e.g. by emailing a link), install and run! - Produces an APK which when installed shows an Intel icon rather than my own.

    No idea what could be causing this.

    Anyway, how are others doing?

  • R0J0hound

    Thanks! I'm looking to combine the two... so it will smoothly begin to rotate, speed up, and then smoothly come to a stop. EaseInOut.

    Interesting about the 100/anglediff though. Didn't know that!

  • Thanks R0J0hound although I should correct myself. I am using AngleLerp to rotate the layout.

    Please see the below capx

    https://dl.dropboxusercontent.com/u/50465867/Construct/SpaceFlight.capx

    Please use the arrow keys to navigate. Note that the camera will aim at you based on the planet's perspective. When you leave that planet and approach another, the camera rotates around to look at you from that planet's perspective. This assists in landing (and is no where near finished yet).

    I dislike the sudden rotation, and would like a smooth change.

    Is this possible using your example? The problem with rotation is that I want it to always rotate the shortest amount needed.

  • zenox98 Can unlerp be tied in with lerp?

  • blackhornet

    jayderyu

    LiteTween looks good if I intend on using it for one static object, and then another... so ideal for menus... But I should have said that I'm using it as a camera which is constantly rotating the layout to the angle of the player. This means that the angle is constantly changing. At one point, you can change the focus of the camera, and I wanted it to rotate smoothly to the next angle.

    With both angles constantly changing, I just got a pop.

    Ashley - Sorry to bother you. Is there such a thing as reverse lerp? Could something like this be added as default?

  • While the lerp expression eases out, I'd like to ease in as well. Is there an expression that will allow this?

    I've done a search, and found a list of examples, including a great one by Yann, but unfortunately it's over my head. I simply don't seem to grasp function parameters yet.

    I'm looking to have an angle that smoothly transitions from one to another. ATM I'm using lerp, and the sudden start is a little disorientating.

    Any help would be appreciated.

  • I settled for:

    X/distance(X1,Y1,X2,Y2)

    X = the mass or size or density of the object.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • New question though!

    How do I increase the gravity pull, not only based on the distance, but also on the size of the object?

    So the larger the object, the greater the pull of gravity.

  • blackhornet

    Nope <img src="smileys/smiley36.gif" border="0" align="middle" />

    Thanks for trying though! I'm starting to wonder if I made the whole thing up.

    It was something like:

    1-(distance(x1,y1,x2,y2)/1000)

    *EDIT - Turns out that was it! Weird...

    Thanks everyone!!!

  • zenox98

    Yeah, I saw that one, but it's more complicated than what I had in mind. I used to be able to do this with a single event. The thread I remember has got a picture which shows a planet, and a series of 'zones'. Each one pulls stronger the closer it gets.

    Someone then came along and told the poster how they can improve this... but I can't remember who, or what. Trying to look back to my old posts to see if I commented on it, but I can only look back 10 pages apparently...

  • Sorry about the repeat! I know there's a post about this somewhere, but I've been searching for the last half hour and can't find it anywhere.

    I'd like to have the system set up so that gravity increases the closer you get to an object, and decreases the further away you get.

    I've seen this work before, and I have a feeling it ends with *-1, but I'm not sure how to get this sorted.

    It's like a reverse distance. I want a number to get higher the closer it is.

  • Tagged for future reference.