Mojo212's Forum Posts

  • 13 posts
  • Thank you very much!!

  • Hello

    I have three objects. the camera, the player and the destination.

    Every tick the camera follows the player with a lerp motion.

    Every tick-> camera set Y-> lerp(self.Y, player.Y, 0.05)

    Now after an event triggers I need the camera to go to the destination instead of the player.

    After event trigger->

    Every tick-> camera set Y-> lerp(self.Y, destination.Y, 0.05)

    Doing so causes a 'jerk' in motion when the camera switches from the player to the destination. I believe this is because of the interpolation variable (0.05 in the above case) as the distance between the player and the destination causes the camera to gain or lose speed.

    How can i calculate the the interpolation variable to be put in the event ( when the camera switches from player to destination or vice versa) ?

    Are there any better workarounds?

    Thank you

  • Thank you! It was super simple. just never thought of it this way!

  • Hi,

    I want to check if an object is overlapping a circular area around another object. How can I go about doing this? I tried using "is overlapping at offset" but I am getting inconsistent results. (Maybe I don't know the right equation?) I don't want to use an invisible sprite as I have multiple objects that need to be checked.

    Basically if an object comes in a circular proximity of another object, I want to the first object to do something. Is using line of sight a way to do this?

    Any help will be greatly appreciated.

  • Thank you. Wouldn't this be too heavy on memory? considering it updates forces every tick and in case of of multiple objects wouldn't it get too high?

  • Hi,

    This seems good when using the platform behavior but I don't want to use it as physics and platform behavior working together can cause some issues. Also, it seems a very unnecessary route to take. As of now on collision I am applying a force on the small ball towards the center of the bigger ball. I have disabled all physical properties of the bigger ball and the ball as of now stays in motion depending on how it lands. But Its still not clean. I will work on it and post some better results if I can find it. It should be very simple but I seem to be missing something

  • Hi,

    I have two circles, the smaller circle of which revolves around the other bigger circle (simulating an orbit). When the user clicks with the mouse, there is an impulse applied to the small circle which jumps. I want that if the smaller circle lands back on the bigger circle, it goes back into orbit again and its speed and direction ( clockwise/anticlockwise) change depending on the point of impact. I am using the physics behavior but there are a lot of irregularities. Can someone suggest a way to do this? Many thanks.

  • Hi Kyle,

    I am very much interested in making a story driven game with good graphics and relatively simple game play. I have made and sold a couple of games myself and can confidently say I have a strong grasp of construct 2. I would like to know more about your project. If you are interested, please send me an email at and we can share details. We can definitely take this further!

    Cheers

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  • thank you so much

  • I need to test my game on a particular device ( specifically the Galaxy Tab 2).

    How do developers go about testing their games on devices that they don't own and for which there is no availability?

    I have tried looking for emulators but I haven't found one for the Tab 2.

    I am completely clueless. Any direction would be helpful.

  • Hello,

    I am having a problem when I try to use the 'SplashScreen is enabled event' through the plugin. it gives me a javascript error saying Uncaught Type error: undefined is not a function. ( line 79, col 26)

    I don't know if others might be having the same issue but I was trying to use this to check if the splash screen was enabled or not. I did not find the event included in the example file as well. Would anyone have a solution?

  • > I have been following this post for sometime now and I just had a quick question. At the time of QA submission, is it standard for developers to send the source file for the game to Spilgames? Is it secure? Are any of you submitting via URL?

    >

    You do not send the capx file or project folder, but the exported and minified game. Have you been asked to include the source file?

    I usually use a zip archive including the game files to submit.

    Yes, in fact I was asked to include the 'source' files, therefore I was a bit concerned. Although after reading your reply I think what they meant by source files was the exported and minified game. So I guess there was a miscommunication. I will double check. Thank you for your reply.

  • I have been following this post for sometime now and I just had a quick question. At the time of QA submission, is it standard for developers to send the source file for the game to Spilgames? Is it secure? Are any of you submitting via URL?

  • 13 posts