brent_hamel's Forum Posts

  • poop

  • maybe some pseudo code might help, I'm using Platform behaviour and this is what appears to be happening...

    IF sprite.Platform.Speed = 0 THEN

    sprite.Platform.MovingAngle = 0

    I don't have this coded in, this seems to be happening on its own...

    any ideas?

  • is there any way to maintain the moving angle of an object when it's speed is 0, as of right now the moving angle resets to 0 when the object isn't moving...

  • you could also try making a countdown timer that begins when the bullet behaviour is activated, and then deactivates the bullet behaviour when the timer reaches zero

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  • Brilliant lol, thank you so much!! I knew I was missing something!!

  • I guess I could just use that formula at the beginning of the movement to determine the distances/increments per ms and save it to a private variable for each object, and then use those variables as the distance to move each object per tick *TimeDelta... Ok, someone weigh in here, did I just solve my own stupid problem with an equally stupid solution? Or am I WAAAAAAY off, which given my math skill is probably the more likely answer xD

  • wait... did I just ask for ((b-a)/x)... are you serious...

    ok, before I try it, someone please tell me if what I just asked for is ((b-a/x)!! I hate sucking at math...

  • OR is there something that will work something like...

       mathcommand(a, b, x)//change a into b over x ms?//

  • Ok, I pretty much get Lerp (thanks to some awesome posts covering it) and TimeDelta is easy, but I'm missing something crucial for using them together...

    I basically want to move two objects each a set, but different, distance, over the course of say 1500ms. I've been trying to use lerp and TimeDelta to achieve this, and I can get them to work individually, but I can't seem to synch them up for some reason...

    is lerp the wrong algorithm to use?

    It should be something like...

    //object1.X <> ScrollX//

    set object1. X

        lerp(object1.x, destinationX, x*TimeDelta)

    set ScrollX

        lerp(ScrollX, destinationX, x*TimeDelta)

    How do I change x*TimeDelta for both objects so that no matter how different their X coords are, they'll still end in the same X at the same time?

    Please help?

  • Question?!? How do I ask construct to look at the object the player is currently overlapping, and then also check to see if the player is about to overlap another instance of the same object (in this case these are camera zones)...

  • that seems like the best solution, I've just never used the built in scrolling system very much, so I've got some experimenting and learning to do!

  • I don't understand any of this math... :(, but I wonder if it'd be possible to use an invisible sprite as an object to check for the triggering of the scrolling... Cause the scrolling I need only happens in specific places, not every screen...

  • that's awesome, thanks for the link, this should help me right out

  • I'd still prefer to find a way to do it manually, I'm just not sure how to go about it at this point...

  • sounds good, any ideas on how I might implement that? lol