Solomon's Forum Posts

  • In my opinion if you are after vector art in games I would go for Flash since animation is possible there with certain ease regarding the timeline (unfortunately not free, but there are monthly installments possible - although there is a trial available for testing purposes). For raster animation - Krita Def.

  • Nice, bookmarking this for the near future. Thanks Weaselmon for sharing ur solution.

  • Krita now has animation tools also which is a big big plus. Not only that but it is pretty similar to Photoshop and it is free. The animation tools in Krita however are simpler to use than those in Photoshop.

  • newt - thanks for the link to the plugin, but Im trying to use as little plugins as possible in order to learn at least some visual coding.

    RamPackWobble - YES! That is it! I was trying to solve this in a similar manner, but instead of taking into consideration the time that the player is mirrored, I used the a timer that checked for how long the left or right keys were kept being pressed. Also did not quite get there with the a and b destinations as a was set to player.self and b was set to player self+300 for both directions thus cancelling each other out.

    Thanks a million!!!!

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  • Pretty cool!

    At the moment I prefer to use gradients under my sprites but who knows, maybe someday Ill change my tactics

    This would seem useful for portfolio shots.

  • I reckon the solution would be to incrementally increase the "x" value (for example from 0 to 0.08), which is the time in which the camera travels from position "a" to position "b".

    This would speed up slowly the movement.

    Unfortunately I have no idea how to create a formula for this exponential increase, any help would be great.

    EDIT:

    Will try to implement this:

    http ://regentsprep.org/REgents/math/ALGEBRA/AE7/ExpDecayL.htm

  • I want to have a smooth camera transition effect.

    The basic idea is to have a smooth camera, that follows the player, and ""slides" (or eases into and out of) so to speak when the player turns around and then catches up to him and proceeds him 300 pixels. This set of events is to apply to both sides. I am finding 2 difficulties:

    1) Once the LERP command is still in motion, transferring this LERP into another LERP creates a hard pull instead of a smooth ease.

    2) The camera lags behind the player once he is in motion, instead of proceeding him by 300 pixels. It only does so once he has stopped.

  • Hi, I have been working on a camera smoothly following a player for the past 2 days trying out different portions of events to no avail.

    I am finding that the LERP function along with "scroll to" behavior keeps the camera lagging behind the player, mainly do to the fact that the player is moving, and the "x" value in LERP is too small and thus cannot catch up with the player when he is moving, only does so when he stops.

    I was thinking that the "x" value needs to be a value that is exponentially growing from 0 to a value, lets say 0,03 in order to move ahead of the player after a short time while the player is still running, and then stopping ahead of the player at the "b" destination. The thing is I don't know how to implement a formula that would exponentially increase the value (accelerate) then exponentially decrease the value (decelerate).

    I have tried nesting a LERP inside a LERP in the place of the "x" value but still cant work it out.

    I would appreciate any help I have been pulling hairs lately.

  • Thanks for the replies. Oh wow, all this time I was always pressing on the animation frame in the animation-frames box, then I tried to highlight somehow all the animation frames to update them, when all that was necessary was to click anywhere in the dialog box but an animation frame.

    Thanks for the help once again.

  • Are you talking about the "reload" button inside the Construct 2 image editor? It updates each frame separately not all at once.

  • Updating all the frames inside my animation in Construct 2, all at once by clicking refresh/reload only one time, instead on all the frames that are inside the animation.

  • Anyone...?

  • Hmm, now Im thinking that it would be best to set some sort of a sensor at the edges of the map, so that the camera does not pass this sensor, while still retaining the unbounded scrolling turned on.

  • Hi I have been trying for the past 30 minutes to work this tutorial into my game but it just doesnt seem to want to work right.

    Tutorial:

    scirra.com/tutorials/626/ma ... ing-camera

    With unbounded scrolling turned on it works fine, but I want it to be bounded and scroll to the player once he moves around the scene and be bound by the scene boundary. This only works in the Y axis and not in the X axis and I dont know why...

    Also the camera is snapping once it reaches the boundary in Y and I would like it to ease in using the LERP function.

    Any help would be appreciated.

  • Is it possible to update all the animation frames, so that they automatically refresh with the ones that I have overwritten? It is really really tedious to go over each frame over and over once I update the frames externally

    Please tell me this is doable somehow...