newt's Recent Forum Activity

  • Nice. It is a bit hard to figure for some parts.

    I guess you could also make a suggestion.

    construct3-21h2.ideas.aha.io

  • Not unless you want to parse the save state asjson.

  • Thanks, that's a little better, but its a bit off, like a z offset or something.

    I changed the objects z to zero, and its working as expected.

    Now I'm not sure how to work around not having the z height.

    I tried setting the layers z, but that went back to how it was before.

  • A tap gesture is not a touch.

  • Thanks, that's a little better, but its a bit off, like a z offset or something.

    I used:

    CanvasToLayerX("2dlayer",LayerToCanvasX("3dlayer", eship.X,eship.Y),LayerToCanvasY("3dlayer", eship.X,eship.Y)) CanvasToLayerY("2dlayer",LayerToCanvasX("f3dlayer", eship.X,eship.Y),LayerToCanvasY("3dlayer", eship.X,eship.Y))

    I was thinking it might be nice to have a setting for hierarchies that would project child objects on a 2d layer to the parent's position from a 3d layer, if they were set up that way.

    Edit, or perhaps an addition to the Pin behavior.

  • I want to display text/gui/hud stuff on a 2d layer that translates to the 3d objects on another. How do I get that camera projection?

  • Are those on a bunch of different layers?

  • It seems to be happening specifically at the 0 elevation even when there's nothing sharing the same space.

  • Still working on a name.

  • well, it works a bit strange here, the object speeds up a bit when I release the stick, but I think it's gonna work for now, thanks a bunch!

    Yeah that's the acceleration on the raycasting.

    You can lower the acceleration rate, or the length of the ray.

    You could just set the pad variable to:

    Sprite.X+(Gamepad.Axis(0, 0)*yourspeed)*dt

    Sprite.Y+(Gamepad.Axis(0, 1)*yourspeed)*dt

    Instead of the ray cast as the angle() between the joystick, and the object can get a bit iffy when they are close.

    Or possibly check their distances.

    Edit:

    Its probably a good idea to create a dummy object to act as the proxy for the joystick.

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  • That's a little more complicated: dropbox.com/s/aedegy6p8zaxi07/slipperystick.c3p

    Play with the pad variables for the slipping. Same for acceleration.

    Speaking of... I'm a little iffy on using gamepad axis=0 for a Bool. It might be an issue if you have a stick with unwanted drift.

    Ashley any way we could get something added to to account for when the stick is not in use?

  • Lerp is interpolation for two points, qarp is for three, and cubic is four.

    The extra lerp in the qarp is to adjust the easing.

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newt

Member since 12 Nov, 2008

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