Kiyki's Recent Forum Activity

  • I will try that. The pixel rounding was making the platform behavior jump, without pixel rounding it already way better but the lerp as still some issues and it shakes object that are pinned to the player, I guess the player is shaking also but it's almost unseeable.

    I had tried alreayd with a camera sprite but I had the rounding ON so I will try that again. COuld you juste take me through what car.platform.vectorx /0.8 is doing ?

    Thank a lot for your answer and your help

  • So I come here because I have a similar problem. I tested it in 4 different browser and 5 different computer and when pixel rounding is ON the camera is shaky but only when I have a lerp, with the behavior scroll to or the event scroll to object/position: player.x, player.y it does not shake at all even with the rounding on. I even tried with Magicam plugin and it has the same problem as Lerp.

    Even with Pixel rounding OFF and lerp it is still shaking a little bit when changing state (idle to run) and then stabilizes when at full speed or not moving for exemple.

    The Pixel rounding is definitly affecting the scroll or platform behavior making it shaky but it can't only be that because it is still shaking a little bit with lerp (less but still). I'm going to try a few things I saw in this topic but if anyone found a solution or something I would be very grateful.

    Thank you.

  • So after trying more I found some things. First the pixel rounding was On and by putting him on Off it seems it trembles way less.

    It still trembles when the player change state (moving to not moving, vice versa, jumping to falling...Etc), but it become stable when it reach it's peak. I'm still trying to figure how make it so it doesn't tremble at all.

    I'm still taking any advice or knowledge that you would be nice enough to impart me with. I also tried Magicam plugin but it is exactly the same as Lerp expression without as much control on what your camera does, so not a good solution anyway.

  • The lerp without dt, just with a variable for a factor isn't smooth at all, it's way worse, the dt is there to smooth it but it doesn't really smooth it enough. It's onyl really smooth when the camera isn't lerping.

    I'm actually trying to cheat by using lerp only to change direction (left,right), when the player stops moving or starts to move. And when he is moving and he reaches the middle of the screen the camera would stop lerping and follow him (scroll to: player.x). It makes it smooth when he walks but I can't seem to keep lerp for turning and such whithout the camera jumping from time to time.

    If someone has a real solution, please, please, it's been 7 hours of trying things and scouring the web with no result.

  • Hello everyone,

    I'm running into some problems. I created a camera using lerp with that: lerp(ScrollX, Player.X-Xcam, dt*speed))//lerp(ScrollY, ScrollTo, dt*speedY).

    It's perfoming nicely expect that when an object is pinned to my player like a pop up dialog the lerp is causing it to tremble slighty left to right.

    With the ScrollTo behavior it doesn't tremble. I also tried using 1-f^dt instead of dt*speed in my lerp formula but it's still trembling except when f=0 which kills the effect I wished to have.

    I can't keep my camera effect without my objects pinned to the player trembling, is there a third party plugin or a formula which keeps the scrolling steady and not all shaky ? I hadn't see the problem until I pinned object to the player.

    I only have a few days to find a solution so if someone has one I would be very grateful !

  • Oh I hadn't thought of that at all. It's clever. Thank you a lot Lord Shiva !

  • Same problem here. Well I'm the user I am testing my own app, and the login works great expect when a ask for permission which tells me I can't with the same error message. But in the facebook developper account they say we can test publish permission with our developper account. I don't understand. Anyone ?

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  • Same problem here. Followed the instruction of three different tutorial and it's still the default loader that loads everything.

  • Hello,

    I'm in a bind. I am trying to create moving platform without Sine. I don't want my platforms to start from the middle, but rather go from point A to point B and stop for exemple. I can't find an easy way to do this. I found a solution with the Custom Movement but it's quite complicated and I can't fathom that there is no better way, easier way.

    I searched all day and found nothing, so I'm posting this. If anybody has a solution, please, please help. Oh also if someone know how to make platforms move in diagonal, I'll take that too.

    Thank you

    Kiyki

  • So... Still fuzzy about all the AI grid movement buisness, I foudn a temporary solution but I could really use some help.

    Also I found something that makes my arrows be put in a grid but it snaps to the intersection of the grid and not in the grid itself. Do I have to move everthing so it snaps to the grid and have my own grid not place on the softwares grid or is there a way to make it snap to the middle of the grid and not it's edges ?

    Thank you for your answers !

  • Mmhh I didn't understood a word of what you said xD I'm quite a noob (I started using construct just yesterday). I think I found a workaround for my AI but I still stuck for placing an arrow in a tile. I thought I could do something like every tile is a arrow spawn and the nearest spawn from my mouse is where the arrow appear. But I can't find something like that.... So any ideas ?

    I would really love some help !

  • So... First Hello this my first post. I have to make a "mini game" for game design school and I want to make a Chuchu Rocket kind of game.

    After working on it for some time I find myself Stuck. I read most topic of the FAQ on grid movements but I didn't find something that I can use or understand how to readapt.

    What I want to do: My enemies move in a straight line following a grid, when they meet a Wall they turn left or right(random) still following the grid and continue on their path until the next wall...etc

    But the only few tutorials that I can find concerning AI with grid movement has random directions not depending on walls and whatever I try because I don't even understand it, I can't seem to readapt it to make the AI turn only when metting a wall while still staying in a grid.

    I also I'm in search of how to put my "arrows"( which will guide my AI in a particular direction) in a tile and not between tiles if I click between tiles.

    Could someone help me please ? My .capx is joined to the post

    Thank you for your time.

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Kiyki

Member since 24 Nov, 2014

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