Ok this question has two very important parts. I had worked it out well in GameSalad, but C2's approach is so different I've have had trouble applying the same logic / approach to C2. I'm sure its basically doing the same thing, but expressed in a way i'm still not used too.
This is what i'm looking to do..
1. have a camera object (this would be an invisible object with the scroll to behavior attached to it) follow a player object that moves around the screen. the player object being essentially the finger of the player.. on the screen it would be the shadow of the player's finger..
NOTE: using a pathfinder example on the forum i kinda hacked a way to make this work, however this feels over engineered because there are no objects in my game that would require true pathfinding.. i would just want the camera to constantly be attracted to the players finger.
2. in addition to being attracted too the finger, how fast the camera moves should be slower as it gets closer to the finger and faster when the finger gets further away.. this helps create a nice sense of control where the player can move faster or slower through the obstacles..
here is the game via GameSalad that i'm trying to explore building with C2
I think an answer to this would greatly help my understanding of "how C2 thinks" which i'm trying to learn and unlearn my assumptions from GameSalad.