Sargas's Recent Forum Activity

  • LittleStain if it wasn't hard, or if I was able to, i wouldn't be asking for help =(

    Do you know how to apply the logic to what I need? could you help me please?

  • LittleStain as a matter of fact, I had studied those post extensively, but they don't work the way i need to. In my game there can be 2 to 4 players and I haven't found a way to adapt those examples to my current needs =(

  • lennaert thanks, but that's really not what I need. I'm looking for a way to dynamically zoom in and out with the character change their distances to each other, the scroll to behavior has nothing to do with that, it's used to tell the game where to center the camera. thanks anyway =)

  • Hey there, i'm trying to make a dynamic zooming camera for a 4 player game. (it's an arena/stadium type game)

    The idea is that the camera is always framing the 4 players with an acceptable margin. So if the players are near each other the layer zooms in, if the players are far apart, they layer zooms out.

    If we could do this without the camera going outside the layout it would be great.

    I've been trying to do this for a while now, but I haven't been able to produce any proper results yet. My best effort so far was to "pick the distance from the player who was farthest from the camera coordinates", and use that to manually set the zoom values on a cosp formula using lower and higher zoom values, but it's crap and doesn't work like it should, though sometimes it looks like it's going to Dx

    i searched around the forums, and saw a couple post where they where using the distances of the players, compared to the window's size, but i wasn't able to make that work either. I'm assuming i'm really not good at scaling the damn layers (i need to scale only a couple of layers, and not all of them in the layout)...

    anyway, any help would be really appreciated T_T

  • Are attachments no longer available? I was going to upload it to the forums, but there doesn't seem to be a way anymore...

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  • yah, i did that,

    when angle was < 0 , add 360.

  • Why are angles sometimes printed as "-180 to 180" instead of "0 to 360"

    and how can i turn a negative angle to 0 to 360 angles? =(

    this is very confusing and a little bit annoying.

  • k, so the answer is no, thanks.

    I had read that several times, just didn't remember it said it there =(

  • anyone knows?

  • Hey =)

    When we use renders cells objects with just the 1 frame are ignored, but what about objects that have more than 1 animation. Are they still ignored if they are playing an animation with 1 frame, even though they have another animation that has more than 1?

    I really wish them to be ignored based on the animation they are currently playing =O

  • I also tried (long before posting this bug report) to change the value inside the line instead of using the deadzone parameter, and no luck there either.

    btw, i'm not stuck or anything because of this problem, i used a workaround that works like this should work.

    I'm setting the player angle to the stick angle / 8 , and the speed using vector X and Y in the 8direction behavior based on the stick axis value.

    However, i'm still pretty sure this is an actual problem with either the plugin in chrome, or the plugin in C2.

  • I'm using an original xbox 360 controller...

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Sargas

Member since 13 Jun, 2012

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