Sargas's Recent Forum Activity

  • marcellolima That would be: angle(0, 0, Gamepad.Axis(1, 0), Gamepad.Axis(1, 1))

  • Thanks, but that's pretty much exactly what I did on my own, I need to do a lot more than that.

  • In StarCraft II you can hold the middle mouse button to drag the camera, and you can also choose different drag speeds. Can this camera/mouse behavior be replicated in C2? All i was able to do was this: CAPX, but is nowhere near what I need =/

    Thanks in advance =)

  • AllanR Thank =), but that's what I already managed to do. If you see my capx, you'll see it has the same behavior =)

    By inverted I mean you can either drag the terrain or the camera. So in one mode; dragging down, makes the camera go up, and in another mode, the camera goes down.

    Just to be clear I need the camera drag to work like the camera on StarCraft 2 or Heroes of the Storm.

  • LittleStain there has to be a speed and invert option.

    Sunny87 Well, yeah, and that would be what I told I had already done

    At this point i'm worried the amount of answers on this post will dissuade people to actually enter and give a real answer. I appreciate the intention, but maybe don't post a random guess when people are asking for help =/

  • Sunny87 The template uses the mouse on border kind of movement. it's of no use to me =(

    LittleStain Because that do not behave like I want to, I need to DRAG the camera, not PAN the camera =(

  • hey there, this is what i would do.

    You need 1 variable to store the lerping ammunt, let call this one "num".

    So when the player is not mirrored (going right), you add 0.1 to num as long as it is < 1.

    when the player is mirrored (going left), you substract 0.1 from num, as long as it is > 0.

    and then you scroll.X to: lerp( player.X - 40 , player.X + 40 , num)

    I hope it's what you wanted. There is no reason this should flicker, and using lerp every thick should not be a problem either.

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  • Hey everyone =)

    I've been wondering how could I properly drag the camera around, like many Moba or RTS games do.

    I've been trying to do this for a while. Best I could come up with was to store Mouse.Absolute coordinates and Scroll coordinates on 4 variables, and then use those in "Old Scroll Coordinates + (Old Mouse.Absolute Coordinates - Current Mouse.Absolute Coordinates)" which gives me an ok result.

    CAPX

    My main complain with this way of doing it, is that I cannot control the drag speed, nor am I able to invert it if needed.

    Any help is always appreciated =)

  • menasheh To do the same thing for the right stick it would be angle(0,0,Gamepad.Axis(0, 2), Gamepad.Axis(0, 3))

  • thanks, but that part I had already covered =)

    LittleStain, hey that's it! i see I wasn't so far off xP. Thanks once again =)

  • Hello!

    I wan't to make a tank type thing, but i'm having trouble with something i'm guessing has to be really simple, but i can't seem to solve it.

    The cannon moves freely. But when i'm moving the base and not the cannon, I want it to maintain the angle it had, relative to the angle of the base.

    https://dl.dropboxusercontent.com/u/206 ... ngles.capx

    It's like what the pin behavior does, but i wanna know the math =(

  • LittleStain ok, now that i've seen it done, i have to admit it's really damn simple =/, but it's a lot more "math minded" than i'm used to. I send you a tasty digital cookie with all my appreciation! your solution is amazing.

    Thanks for helping me ^^!!

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