could someone help me with some camera and d-pad related questions?
part12studios
Member Posts: 620
Hi everyone,
So i have a project where i want to have a player have their finger in the middle of the screen.. able to drag around to steer.. basically just having the analog joystick centered in the middle of the screen moving the camera around with it
I was looking at the "official cross-platform controller template" which is great, but what i need is to allow the joystick to move beyond the limited radius.. and i keep looking at this template and can't figure out what is constraining things.
I feel like there might be some core approaches to how the joystick stuff works that i'm missing. For example.. there is base 1 x and y base 2 x and y base 1 radius, base 2 radius.. etc.. i'm finding it really hard to decipher the meaning behind these different global variables..
perhaps this is part of some common language in game salad advanced users that understand this, but i could really use some help in better understanding how to reverse engineer some of these templates.
i imagine they are doing this for efficiency but it seems like if i were doing this i would just make the radius of the joystick a specific value i could tweak but it seems like these variables are somehow derived in some other mysterious mathematic formula.
Thanks!
Caleb
So i have a project where i want to have a player have their finger in the middle of the screen.. able to drag around to steer.. basically just having the analog joystick centered in the middle of the screen moving the camera around with it
I was looking at the "official cross-platform controller template" which is great, but what i need is to allow the joystick to move beyond the limited radius.. and i keep looking at this template and can't figure out what is constraining things.
I feel like there might be some core approaches to how the joystick stuff works that i'm missing. For example.. there is base 1 x and y base 2 x and y base 1 radius, base 2 radius.. etc.. i'm finding it really hard to decipher the meaning behind these different global variables..
perhaps this is part of some common language in game salad advanced users that understand this, but i could really use some help in better understanding how to reverse engineer some of these templates.
i imagine they are doing this for efficiency but it seems like if i were doing this i would just make the radius of the joystick a specific value i could tweak but it seems like these variables are somehow derived in some other mysterious mathematic formula.
Thanks!
Caleb
Comments
Secondly, the actual radius of the joystick is contained within the same thumbstickbase actor. there is a Change Attribute behavior which is setting the radius to half of the actors width. Change that to a number such as 100-150 to enlarge the radius of the joystick.
Try and make these kinds of discussions as a question next time so that they can be closed when a solution is found.
Good luck.
Yea seeing now that the constraint was based on the other graphic is a big help!
Thanks,
Caleb
i have an object that i want to guide with my mouse over a larger stage.. now this works fine when the stage is standard size.. 480x320.. great.. constraints are rockin' and all is well.. when i increase the stage size to 960x640.. moving to the lower left is great.. the camera stops and the object stays locked on my mouse.. but when i move far at all to the right.. up etc, the object that is constrained to the mouse begins to fall behind and not stay with my mouse position! its the strangest thing and i can't figure out why.
you can check out the project file i made here on dropbox if anyone can see the odd behavior i'm referring too. https://www.dropbox.com/sh/73wgne1orwhoius/RokCntarVL
what i would want is to have the object follow my finger anywhere on the screen.. with a cap scroll speed (like the analog joystick) but not limit the finger as it moves outside of the radius..
Thanks!
Caleb