jobel's Recent Forum Activity

  • R0J0hound thanks, I didn't know about those.. I will look into that! it does seem like there should be an easy way to calculate between parallax layers.. I feel like I'm reinventing the wheel..

  • okay I think I have the Trigger correct (not totally sure).. I'm triggering the infinite scroll to happen when the player reaches the halfway point of the TB (tiledbackground). To compensate for the parallax, I'm calculating where the player would be if it were on the same layer.

    My problem is still with Setting the Position of the TB relative to the player's layer. It feels like I have to do the opposite calculation, but that's not working.

  • sorry, i think you misunderstood. Im using the latest version of Construct 2. But im using the 10.5 node-webkit exporter (since it's a standalone install i can put 10.5 in there) and all is working fine.

    I see.. I didn't think they supported that.. or it wasn't recommended.. which is why it's so hard to find 10.5 (and it's not on the list of downloads)

    I just checked and it seems I have both 10.5 and 12 installed on my system!

  • Kyatric thanks!

    it's showing I have both 10.5 and 12 installed. Since I've heard there are still issues with 12 can I just uninstall 12? Will C2 then default to 10.5? or will C2 not see that? I'm on r200

  • R0J0hound any chance you could take a look? capx is in the op

  • got closer, figured out the invert of the parallax.. I had to lerp using the inverse (75% instead of 25%) to compensate.

    now it's just figuring out the scrolling. Normally you set the position of the tile to a multiple of 32, but in this case I think that also needs to be lerped?

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  • newt the player is moving, not the background.

  • in the Properties I think the default is to set your game to Paused when unfocused. it;s a dropdown menu option..

  • use Audio.Duration("tag")

  • how can i check of which type they are if they're put into a family? (i'd like to skip checking for each object type :/ or creating 2 families)

    the only way I know how to do it is to set an instance variable in the family and then when you create the object, set it's family instance to some sort of identifier. i.e. kind = "green"

    so then in your function you would do:

    if object.kind = "green" do this...

    if object.kind = "blue " do this...

    also if i got 2 items pinned to a object - can i destroy them in one event or do i have to check in each event separately (by getting them with UIDs) ?

    you could pick each one, or use a container and they will automatically get deleted (and created) when you destroy/create any member of the container.

  • I got a little closer.. I'm able to match the parallax layer, but still can't figure out how to add to compensate for it.

  • hi..

    I have an unbound layout and I'm making it an infinite scroller (360 degrees). I have that part working fine, however I want to make the tiled background's parallax 125,125 (to show faster movement than is actually happening). So now I need to do a calculation to correctly "scroll" the background. My guess is I need to compensate or "undo" the linear extrapolation the parallax layer is doing...

    Since the parallax layer is scrolling 25% faster, the distance between the game layer (100,100) becomes exponentially further apart. The X of the game layer and X of the parallax layer will show as if they are on the same layer, but visually it will look different.

    I've seen lerp examples of the opposite of this, I'm having trouble seeing how to reverse it.

    can anyone help?

    here is the capx: https://www.dropbox.com/s/wc25q2e3m1vph ... .capx?dl=0

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jobel

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