eli0s's Recent Forum Activity

  • I see what you mean now... What you need is a way to ease the transition from one camera state to an other. I am afraid I can't think of anything in particular that can improve upon your example... I tried the Lite tween Behavior but it doesn't help much in this case: https://www.dropbox.com/s/80uccb40dm0z5 ... .capx?dl=0

    I believe the problem lies in the linear interpolation between the Camera.X/Y position and the Camera.Trigger.X/Y position. You can move around your mouse in circles and the camera Sprite follows smoothly, but when you Overlap the CameraTrigger, the camera jumps towards it in a straight line, and that is what causes the irregular movement. You'll need a way to curve from mouse.X/Y position toward Camera.Trigger.X/Y position, unfortunately, I don't know how to do something like this... <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

  • Hmmm... I don't really get what the problem might be... Perhaps it's a picking problem? The way you choose and alternate between targets might affect the scrolling system. If you post an example of what you want to achieve, perhaps someone might be able to figure out what is going wrong.

  • I am not sure about what you are trying to achieve. The most basic camera movement using lerp is based on the formula lerp(scrollX, player.X, a value between 0 and 1). Why isn't this smooth enough..?

    Here are some examples based on the same principle https://www.dropbox.com/s/4zjv1n9924fpf ... .capx?dl=0

    There is also a camera plus plugin, perhaps it fits more to your needs. Check it out on the plugin section of the forum.

  • jobel , I am afraid that since Sprite animations are, in essence, just sequences of individual images, there isn't a way to blend frames from one animation to an other.

    If you choose to go with cutout animation style however, Spriter supports animation blending and/or weighting.

    With the default Sprite animation route, you could build a system with inbetweening animations from specific key poses/frames within an animation that will transition to other animations. However, if you want a "snappy" result, you'll have to use many, many transitional animations... It will be very hard and, depending on the frame number and size, system taxing endeavor.

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  • Gigatron , Thank you very much!

  • matriax , I see! This is awesome, great job!!

  • Thank you!!

  • This is awesome! But how will this work within construct 2??? Sorry if this is a dumb question!

  • linkman2004 , yep that's the smart's man way of doing it

  • I don't understand why you have to use the wait action. You do want the bullets to fire simultaneously and spread out, like a shotgun, right?

    Try this out (you'll need the latest beta), perhaps you can build upon it.

    http://www.eli0s.com//Tests/Spread.capx (right click and choose Save Link As)

  • Thanks!

  • Thank you!

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eli0s

Member since 24 Apr, 2013

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