jobel's Forum Posts

  • this started last night... any idea how I fix this?? It's like the mouse is offset! If I zoom way in, it doesn't happen. Seems like its something to do with the zoom.

    I can't use the editor like this!

  • R0J0hound this makes sense and I love that idea, maybe I could put CustomMovement on the camera? although I feel like it could get unwieldly.

  • I will test it a bit more, I'm not sure what the solution is...

    it definitely works better as a gamepad function. overloading the mouse with the direction and a "look" might just be too much

  • oosyrag - I just tried it, not thinking that is quite right. but thanks for the suggestion.

    the idea is to have the camera "behaving normally" when the player is just dealing with the things relatively to the center of the screen. And to only do the extended camera when they need to see something on the edge of the screen. I only want that to happen in a deliberate sense (i.e the player is really trying to stay far away from some object, but they still want to see it).

    The problem happens when transitioning between these two modes since the main camera has a lerp on it.

  • so far the best setting is MainCam 1.0 and lookCam 0.25 MaxDist 200

    still it might make a player throw up, so without figuring a way to make this a smoother movement I don't know if this is a good idea!

  • maybe this won't work. It can be pretty jarring (at times) no matter what I make the values. The problem is the main cam is lerping.

    the main reason for this functionality is giving the player the ability to see things that are slightly off screen, with a "look" function. Since my player is pretty much always moving, maybe its a given that the camera will be janky.

  • after looking at this more, I think I can pinpoint where the camera starts to go wrong.

    if you are moving left and you scroll the mouse to the right edge and off again, it does the abrupt movement. I think it's because the mainCamera is trying to catch up to the player, then when the mouse goes to the edge, it jumps to the lookCam.

    it doesn't happen the other way (if you move left and look left) because the cam is behind the player or something along those lines... I can't quite figure it out! but I sort of understand it.

    I think I need to take into account the player's speed for the lerp value maybe?

    EDIT: oh its that clamp that is doing the really abrupt jump. but I think this is what I meant by needing an easing transition. its the maxdist that needs to be the max distance the player can be from the center of the screen (with regular cam). but when I set it to that value (around 200), then the camera is WAY too fast.

    EDIT2: so then I lowered the lookCam speed to 0.5 which helps a little. but still its wonky.

  • fyi for posting gifs:

    the format is like this:

    [img="https://imgur.com/c9WBKlG.gif"]

    or

    [img="https://media.giphy.com/media/xuXpbn/giphy.gif"]
  • Hi dop2000 sorry to call you out! but you helped me a while back with the Gamepad R-stick to modify the camera to look around.

    So now I'm trying something similar with the mouse. But I need some suggestions since the mouse is so different from the analog gamepad sticks.

    Since the mouse is always at a distance from the player (it determines the angle of the player) I pretty much always want the camera lerping to the player *and not "looking around"). I only want to "look" when the mouse is at the edge of the screen (like in an RTS game).

    The issue is, when the mouse goes to the edge of the screen and I start doing the "look"(and change the pointer to show it) there's an abrupt jump and vice versa when going away from the edge. Even if I change the lerp speed its still a little "vomity" for the player. It really has to be seamless because it can be triggered accidentally.

    So I think maybe there's a better way to do this? I've tried a few things but I'm a little stuck on coming up with a solution. Any suggestions? THANKS!

    dropbox.com/s/hatwal7zq4kiipd/LookCam_dop2000.c3p

    EDIT: it could be that I don't want to scroll back to the player after edging the screen. but then I run the risk of the "losing" the player not having them front and center. not really sure what to do. I don't know of any other games that do this. I play MOBAs that are similar, but their cameras are completely independent from the player so you can scroll around the entire map leaving your player completely off-screen (I don't want to do this).

  • looks great! the game has tons of juice, charm, great colors and while it doesn't look too different for gameplay, it seems like there is a decent backstory narrative with hand made levels. I think handmade level games will always have a place for people since they go through them like books.

    good luck! I'm releasing next year as well, having lots of trouble with visibility and I'm working solo. I don't have the flashiest game to show and I'm pretty bad at marketing, its so difficult to juggle it all!

  • > try {
    	rumtime.callFunction("myFunction","Parameter");
    } catch(e) {
    	//console.log(e);
    }
    

    Rum time! woo hoo!

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  • seems like auto-cloud is the best option.

    partner.steamgames.com/doc/features/cloud

  • I know save states and local storage are saved in the NWjs app, but if the user uninstalls will those saves keep?

    what if they install on a new computer? is there a way to use Steam Cloud to save games? I know in Unity its a couple lines of code to us the API functions.

    But I also know of the Steam Auto-Cloud is a whole different way to do it that iirc does not involve any coding.

    What is the preferred method?

  • didn't look at the project, but did you set the Width/Height/Depth of the array in properties?

  • lahbach try this recent video

    Subscribe to Construct videos now

    seems to be a lot of annoying little things you have to do.