scrolling and aiming jitter

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Post » Thu Sep 13, 2012 5:52 pm

So I'm working on a Duck Hunt style game. I'm using the mouse primary aiming(plan on touch later). I have a target reticle that scrolls smoothly to the mouse, but I can't seem to get a smooth jitter working. The jitter makes sporadic jumps. I've tried a few different methods with no success.

Some help would be totally appreciated.
https://dl.dropbox.com/u/14087254/bowhunter.capx
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Post » Thu Sep 13, 2012 6:11 pm

Just so I understand, you want it to jitter more frequently than it is now? I see what you mean about the sporatic jumps. You're trying to make the aiming reticle jitter all over, to simulate difficulty aiming, right?
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Post » Thu Sep 13, 2012 6:23 pm

http://dl.dropbox.com/u/34375299/Construct%202/bugs%20and%20fixes/bowhunter.capx

something like this? If I understood that correctly
(I've removed your bg object to make file smaller, sorry ^^)
ImageImageImageImage
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Post » Thu Sep 13, 2012 9:36 pm

Weird, this is exactly the same type of game I'm making now and the same problem. When I add a jitter, it's too erratic, I wanted it to be smoother.
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Post » Thu Sep 13, 2012 10:39 pm

[QUOTE=shinkan] http://dl.dropbox.com/u/34375299/Construct%202/bugs%20and%20fixes/bowhunter.capx

something like this? If I understood that correctly
(I've removed your bg object to make file smaller, sorry ^^)[/QUOTE]

oh man, thank you. that's almost 100% perfect. You got it working really well. when the aim sprite is within the jitter area it's having a nice momentum effect. a bit circular, but honestly I think that works out great. It's all great when working.

There seems to be something going on that when the mouse moves the aim sprite just stalls around the half way point of the screen(up or down). However when it kicks back in it works great. I'm going to try and see if I can figure out what's going on at the half way mark stall.


Otherwise it's working great. Thank you very much.
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Post » Thu Sep 13, 2012 10:42 pm

Nevermind :D I put the background back in. The reason it look like it was paused was because the aim was moving through the layer :D
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