jheruty's Forum Posts

  • 5 posts
  • I agree that this would be a nice feature. Perhaps something to save a particular backup on preview, so that you don't auto-save a mistake you notice when previewing on your main save. Graphics card bugs or not, Construct 2 is pretty crashy on my computer, and it would be very helpful to have such a feature.

  • Hey I hope I don't come off too obnoxious double posting...

    Anyway I updated the instructions for the game, because the original "lack of description" was a bit of a failed experiment that I learned from for future designs.

    I appreciate your thoughts, as this is my first game, and I am soon going to school to learn game programming and design (where we will also design many of our own games as projects).

    Hopefully that clears things up. OK, I promise not to bump anymore. Thanks all.

  • Hello everyone, over the past couple of months I've worked on this game. I hope you all enjoy it:

    <img src="http://25.media.tumblr.com/4b1952169762532f7099913f6828368f/tumblr_mnjjmn6Rm01rcugeco1_500.png" border="0">

    Here's the link:

    Play Game

  • Hello everyone, for the past couple months I've been working on my still unnamed game. The game is slated for release the first week of June.

    <img src="http://24.media.tumblr.com/8d267cc9e9dcd0e330b937335c097018/tumblr_mn8bjoFbBO1rcugeco1_500.png" border="0" />

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  • Hey all, I think I found a really nice and smooth way to do this. My code looks like this:

    lerp(LayoutScale, min(WindowHeight, WindowWidth) / (distance(sprite1.ImagePointX(0), sprite1.ImagePointY(0), sprite2.ImagePointX(0), sprite2.ImagePointY(0)) + (max(sprite1.Width, sprite1.Height) + max(sprite2.Width, sprite2.Height)) / 2 ) * 0.70, 0.5 * dt)

    The 0.7 is how much you want the "default zoom" to be, and the 0.5 controls the speed of the zoom.

    I use the above formula with these scrolling values for System: Scroll to Position:

    X: lerp(scrollx, (sprite1.ImagePointX(0) + sprite2.ImagePointX(0)) / 2, 0.7 * dt)

    Y: lerp(scrolly, (sprite1.ImagePointY(0) + sprite2.ImagePointY(0)) / 2, 0.7 * dt)

    Let me know how this works for you guys and if it's just overcomplicated.

  • 5 posts