Rhindon's Recent Forum Activity

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  • .cp3 link https://drive.google.com/open?id=1RBqWtX3ymDUtZAPNY82qM4IW7BTPuDK5

    WHAT YOU'LL SEE: Looking top-down, you'll see grey squares ("Ceiling tiles") falling down at random rates. Z Elevation is basically being reduced each. The purple shape is the Player Character (use WASD or arrow keys to move and B to jump). The red/pink circles are Energy Bases and have the Solid behavior.

    THE GOAL: As the Tiles descend, they'll come within range of the Player's ability to jump above them. The idea is to be able to jump on top of them and make it appear as if the Player is actually standing on top of a Tile. However, if the Tile is clearly too low, the Player's max jump height is cut short. ...Like Mario Bros but with a different camera angle.

    CURRENT ISSUE: The problem I discovered is that if the Player is overlapping at least 2 Tiles, I have no clear way to discern which one is the lower one. Off the top of my head (meaning, not yet tested), I could stuff all the Z Elevation values into an array and sort then pick by ascending/descending values, but I'm wondering if there's an easier way.

    Further, I discovered (tested) that even when overlapping just one Tile, the Player still can jump up and through it. So my effects to use Clamp( ) doesn't seem to have any effect.

    I was hoping someone could help me identify if my current set up is off or if I need an entirely new approach. Thanks!

  • Ah, sorry. Don't know how I missed it but I had overlooked tht report button. I'll keep that in mind if there's a "next time". Thank you, all.

  • WHAT are you two going on about?

    Ashley sorry to ask, but can you assist, please?

  • Awesome! I think that makes sense. I found instance 3 more suitable but I may rest the 4th after all.

    Thank you as always for your help!

  • In your demo, can you break down what's happening in your fourth instance, please?

    If it was translated to English, how would it be read? LOL

  • Thank you so much! I'll try out your suggestion!

  • I'm working on a top-down racing game.

    OBJECTS:

    • Car
    • Camera
    • Camera_Target

    The Camera_Target (henceforth: Target) is pinned to the Car at a distance in front of the Car. The Camera is always trying to follow and reach the Target. So as the Car moves about, the Target is always in motion, too. The Camera thus seeks to "catch up".

    Presently, I'm using the action for the Camera: lerp(Self.X, Target.X, 0.075) [same for the Y value].

    I've also tested using lerp(Self.X, Target.X, 1-dt^0.075)

    Now, this works...but the problem I have is that there is the occasional "jerkiness" or "jolt" as the Camera approaches its target coordinates of the moving Target object (this is especially more noticeable when using 1-dt*0.075).

    The effect I'm going for is a smooth transitional movement of the Camera that ultimately eases into position just ahead of the Car in whatever direction, even when the Car turns suddenly or quickly. I do realize that there is the recent addition of the Tween behavior but that doesn't work well "every tick", and I haven't found any other better solution.

    Can anyone assist in addressing the "jolt" issue, please?

  • Ashley and Taximan - EXCELLENT info/reminders!! Thank you for that very much. I'll surely keep that in mind.

  • You could ask me since I'm doing this storage.googleapis.com/strawberrypunchbenchmark/index.html and it spawns thousands of sprites with x, y and z values and acceleration and drag for 3D movement for every single individual character with a bunch of sprites layered on each character for character customization

    That is absolutely amazing!

  • Oh yeah, I do turn off collisions when necessary. My projects haven't been yet so demanding that I've noticed any difference however.

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  • Thank you, plinkie! I'll review those later today.

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Rhindon

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