AnD4D's Forum Posts

  • Also, in my project, in order to get a smoother camera track I have an object that always lerps to the camera position.

    The camera is tracking 4 objects all at once, so trying to keep the camera in between all of them. When one of the objects is destroyed, I tell it to un-follow that object.

    It seems that if an object that is being followed is destroyed, you can not use un-follow. Looks like you have to unfollow it before it is destroyed, but that's awfully hard to do when the object is part of a much larger family.

    Therefore, I have it set up so that it says "If object count = 0 unfollow object". This doesn't appear to work well.

    The only way I can get it to work is to create a new camera over(?) the other one. However, what this does it causes a slight shudder when the camera changes.

    Is there a way to have the camera active, and tracking the other objects, but without the scroll to actually following the camera point?

  • If I create a camera with the same name as a previously made camera, will it replace the original?

    I was struggling to get it to refresh when a followed object is deleted.

  • Ashley

    Oh, I thought this would be more of a Construct thing to announce as a feature, rather than be tied up by Nintendo. After all, all someone has to do is release a trailer for their game made with Construct 2 which shows both screens working independently and we'll all know the answer.

    In the meantime, having your hands tied means you have potentially less features to announce for Construct 2. I don't see how anyone wins regarding keeping this a secret... apart from Nintendo if their plugin only supports the gamepad, and they don't want people to find that out until it's too late... but I doubt that.

    In any case, I guess I'll play the waiting game until I see more, or get my own license, but I doubt I can start planning any Wii U games until I know the answer, as it's pretty integral.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hey guys!

    If there's anyone with the Wii U plugin, would you be able to let me know if there's a way to have the TV screen show something different to the GamePad?

    That's the main innovation for the Wii U, so it would be nice to be able to access that functionality.

  • I trust Scirra know what they're doing. I guess the only thing I'm really waiting for besides a decent mobile exporter is the online multiplayer functionality, but I understand or believe that's being researched.

  • Interesting... it seems you have to use the add command, as well as using a static local variable.

    Thanks everybody!

  • 4th boss. Just under half health.

    Very cool. When you die, the pew sounds still happens even if you're dead.

  • From the manual:

    "Note that due to the way Construct 2 expressions work, if you have multiple Particle object instances, this will only return the particle count for one of the instances - use a For Each loop to count multiple instance's total particle count."

    How?

    I have put my particle generators into a family so that I can use a For Each loop, and I have a text box that is set to count the total number of particles, but it's only showing me one instance. I've also tried using 'add' instead of 'set', and I just get an ever increasing number.

    I know this should be pretty simple, but I just can't seem to get my head around it.

  • Colludium

    Brilliant! Thank you very much!

  • RamPackWobble

    Thanks for having a go, but it's very slow to rotate, and if I speed it up the same thing happens with it going back and forth.

  • I've tried this again with Custom movement... which unfortunately I cannot see the point of. Deceleration would be a nice feature...

    I've also tried 8 direction movement, which is slightly more useful, but not great.

    Physics gives me an absolutely brilliant result, apart from the rotation! The best result I can have with rotation so far is having the object disable manual rotation upon impact with something, but this isn't exactly what I'm aiming for.

    If I were to be using a keyboard for the rotation, it would be fine, but I'm trying to use the mouse for a more accurate aim.

    Is there anyone out there that can think of a clever way to combine responsive rotation with physics?

  • I know that I can do something similar using custom movement, but I thought physics would make movement slightly different, allowing the ships to crash into other objects and lose control, making movement slightly more 'realisic'.

    It's a real shame objects more or less lose physics when other movements/behaviours are applied.

  • RamPackWobble

    If I control the rotation without physics and the ship collides with something, it doesn't spin out of control.

    If I set the angular dampening to the max, it still wobbles.

    Anglelerp would be good, but only if it eases in, rather than eases out.

  • Hey guys!

    Anyone know of a smart way to have a physics object rotate toward the mouse?

    At the moment, I've applied it to torque, but once the object is facing the correct direction it keeps on going due to momentum.

    Ideally, I need it to start applying torque in the opposite direction when it's half way toward the direction I want to it be, but with the mouse potentially always moving, this is proving to be quite the challenge.

    Any clever folk out there that can figure this out using the physics behaviour?

    CAPX

  • IntelRobert Seems like there's been a step backwards somewhere along the line for me. In trying out my game, one which I was able to use several weeks back, no longer works using Intel XDK.

    It builds fine now, nice and smooth process, but after installing and upon launching, it just shows me a white screen with the clock at battery still appearing.