Seems to be any value over 1.0 gets rid of the kick? Strangeness.
Not precisely, the solution is to trim off the final 10% of the last whole number of your interpolation (so interpolating to 1.05 wouldn't work if we were interpolating from 0 to 1 for example - as we would still see the glitch).
And the value should be above 1.0 only If you are interpolating up (increasing in value) - if you are interpolating down (decreasing in value) your target to interpolate to should be less than 0.
And if we were interpolating from 4 to 7 we'd need to make sure the target value was above 7 . . . and so on.
It's simply that the last 0.1 (10%) of the value of the final whole number in interpolation is missing - interpolate smoothly interpolates from your start value to 90% of the final whole number, and then jumps straight to 1 (or 0 or whatever it is you are interpolating to) - missing out the last 10% of this final whole number.
This is what interpolate should do (I've simplified this down to 2 decimal places):
So on a move across the width of an iPad screen (using interpolation) - 0 to 1024 pixels - the last 10% of the travel across the final pixel is missing as it jumps straight to 1024 from 1023.9 (rather than getting to 1023.999 . . first) - which as you might imagine is imperceivable.
But this is the little 'kick' you get on the end of image fades and audio ramps - with interpolations that operate on much smaller values (fading the alpha channel up and down (0-1), fading the audio in and out (0-1) . . and so on) it's very noticeable.
The answer is to push the faulty tail-end of the interpolate algorithm out of the useful range of the thing you are interpolating, luckily alpha channels and audio level values can't go lower than 0 or higher than 1 - so pushing the tail-end of the interpolate algorithm outside this range doesn't have any effect on what you see or hear (you don't / can't end up with an alpha channel value of -0.2).
Sorry, long answer for a two line post, but I hope that all makes sense !
Here is a link to them on my GS profile page. The GS Safari plugin no longer works, but at least you can see their titles and know what you'll be downloading.
Here is a link to them on my GS profile page. The GS Safari plugin no longer works, but at least you can see their titles and know what you'll be downloading.
However old @firemaplegames they were the foundations of many people's titles. Some of these have now been adapted but you showed a whole wealth of people where to start! Amazing work, I remember the excitement they bought back then like it was yesterday!
Here is an old favorite of mine. It shows how make an actor rotate around a point you designate (rather than the default center of the actor). It comes in handy for all sorts of things. http://www.mediafire.com/download.php?eyy2asbys3fprfh
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
edited February 2013
Here's a quick project I did for the new Universal Binaries feature. I saw a lot of people asking how to make UB work initially from iPhone instead of iPad. Here it is Note that your art will probably be distorted when it has been resized for iPad. Forgive me if someone has already supplied this - been busy lately and haven't been on too much!
Had to come up with a way to unlock power ups at random, add the unlock values to a table and then call upon the unlocked values from the table at random. Here is a little demo showing how I did this.
Hey guys, Since I see lots of sharing here, I might as well share old files that I have. Inside this link youll find the following templates I've made for GS members way back in the days :P
******** Fire works HUD example Screenshot Template (psd) Search Tables semi circle movement Trivia template Wrap effect 3d RUNNER Detect attribute change Herd movement Type 1 Herd movement Type 2 Hero mask and animation Particles around actor replicate example Tower destroy Accelerometer with portrait detection Star system like Corpse Granny tap tard average
And a MEGA template with: 1)Text test 2)Accelerometer input 3)Movements Types 4)tweaked Timers 5)Button Slider 6)Slide menu 7)Multitouch 8)Particles snow/confetti 9)Extreme testing 10)Game Center implantation 11)App rating system 12)Scene panning ***********************
As a newbie, these templates and tutorials are amazing! I have learnt so much. I am still just working on templates to get 'things' to work as they should. My unorganized and inefficient coding is getting better all the time. I am anxious to put together a full game but will continue to battle my impatience until I have a stronger grasp of 'things'. These forums, tutorials and templates have allowed me to progress quickly(in my eyes ) ) and I will soon have the confidence to put all I have learnt into a game or sorts. Thank you so much. One of those times where 'thanks' is not enough.
My problem with spare code is that I never make a separate file to test it. I always make it in game and then if it doesn't work I delete it or keep the functional part and remove the rest. I've had quite a few things I've done in game that I have no idea what I did because I have no separate file to see what I did. I wish I had dumped it somewhere. So word of advice to new programmers, keep your code!
Wow! Great stuff in here. I have to agree with @Utveckla_Games; I almost never make separate projects when I come up with cool little things like these. *Note to self* Do that more from now on. - Thomas
@RThurman - Just checking out your Pinch/Zoom thing. ..Why are all of the controls backwards? They do the opposite of what they normally would on most apps. - Thomas
Comments
And the value should be above 1.0 only If you are interpolating up (increasing in value) - if you are interpolating down (decreasing in value) your target to interpolate to should be less than 0.
And if we were interpolating from 4 to 7 we'd need to make sure the target value was above 7 . . . and so on.
It's simply that the last 0.1 (10%) of the value of the final whole number in interpolation is missing - interpolate smoothly interpolates from your start value to 90% of the final whole number, and then jumps straight to 1 (or 0 or whatever it is you are interpolating to) - missing out the last 10% of this final whole number.
This is what interpolate should do (I've simplified this down to 2 decimal places):
0.78
0.79
0.80
0.81
0.82
0.83
0.84
0.85
0.86
0.87
0.88
0.89
0.90
0.91
0.92
0.93
0.94
0.95
0.96
0.97
0.98
0.99
1.00
. . . but this is actually what it does . . .
0.78
0.79
0.80
0.81
0.82
0.83
0.84
0.85
0.86
0.87
0.88
0.89
0.90
1.00
1.00
1.00
1.00
1.00
1.00
1.00
1.00
1.00
1.00
So on a move across the width of an iPad screen (using interpolation) - 0 to 1024 pixels - the last 10% of the travel across the final pixel is missing as it jumps straight to 1024 from 1023.9 (rather than getting to 1023.999 . . first) - which as you might imagine is imperceivable.
But this is the little 'kick' you get on the end of image fades and audio ramps - with interpolations that operate on much smaller values (fading the alpha channel up and down (0-1), fading the audio in and out (0-1) . . and so on) it's very noticeable.
The answer is to push the faulty tail-end of the interpolate algorithm out of the useful range of the thing you are interpolating, luckily alpha channels and audio level values can't go lower than 0 or higher than 1 - so pushing the tail-end of the interpolate algorithm outside this range doesn't have any effect on what you see or hear (you don't / can't end up with an alpha channel value of -0.2).
Sorry, long answer for a two line post, but I hope that all makes sense !
On an unrelated note, I'm testing a new game that's not far off from being finished. Fancy having a play of it and offering some feedback?
Not sure if used testflight before? But you sign up on your device. Then once I accept it at my end I can add your device number a new build.
Here is a link to download the 40 or so demos I made back in 2009/2010.
They are quite old and there are much better programmers than me, but perhaps they will help somebody out?
http://www.firemaplegames.com/downloads/GameSalad_Demos.zip
Here is a link to them on my GS profile page. The GS Safari plugin no longer works, but at least you can see their titles and know what you'll be downloading.
http://arcade.gamesalad.com/p/firemaplegames/games
Joe
Your yesterday is my today!!!
This is amazing. Thank You firemaplegames---as a newbie this is great!!
>-
http://www.mediafire.com/download.php?9crmy6aj6hmtto0
[Edit: @RThurman's link works for me now]
Now to dig around in my junk drawer...
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
http://www.mediafire.com/download.php?eyy2asbys3fprfh
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
http://www.mediafire.com/?9fld3cme7oc7d3o
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
Well, I wasn't going to say anything, but.....
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
Since I see lots of sharing here, I might as well share old files that I have.
Inside this link youll find the following templates I've made for GS members way back in the days :P
********
Fire works
HUD example
Screenshot Template (psd)
Search Tables
semi circle movement
Trivia template
Wrap effect
3d RUNNER
Detect attribute change
Herd movement Type 1
Herd movement Type 2
Hero mask and animation
Particles around actor
replicate example
Tower destroy
Accelerometer with portrait detection
Star system like Corpse Granny
tap tard average
And a MEGA template with:
1)Text test
2)Accelerometer input
3)Movements Types
4)tweaked Timers
5)Button Slider
6)Slide menu
7)Multitouch
8)Particles snow/confetti
9)Extreme testing
10)Game Center implantation
11)App rating system
12)Scene panning
***********************
http://www.mediafire.com/?cm88cl9fiiocw92
I hope someone will find it useful, i know it already helped lots of members!
Cheers
Roy.
cheers ^:)^
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Great stuff Roy, I've stolen a few useful bits already !
I have to agree with @Utveckla_Games; I almost never make separate projects when I come up with cool little things like these. *Note to self* Do that more from now on.
- Thomas
- Thomas
Here is the source code to my most popular demos:
YouTube:
http://youtube.com/ORBZGames
Source:
http://orbz.com/gamesalad-demos
http://dl.dropbox.com/u/93315283/platformer template.gameproj.zip
a few platformer things