AnD4D's Recent Forum Activity

  • 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.

  • 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.

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  • Tagged for future reference.

  • LittleStain

    Might you be able to update the capx I posted with that change? I'm trying it out, but I'm not able to get it working. Eventually the tiled background just moves off like it was before.

    *EDIT - Nevermind, got it working with

    viewportleft("Parallax")-1280

    Thanks a lot!

  • I tried the way posted, and it appears to be overly complicated.

    Might there be a simple way to set this up?

  • Thanks, I ended up just setting the size to crazy high. Not sure what problem that will cause, but will give your method a go if I see some problems :)

  • Ok, gonna bump this one I'm afraid, as I am working on a very tight deadline... SORRY!!!

    If anyone can help, it would be greatly appreciated!

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AnD4D

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