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hyperPad

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  3. Shake Screen depending on variable

Shake Screen depending on variable

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  • Andrey GhostA Offline
    Andrey GhostA Offline
    Andrey Ghost
    wrote on last edited by Andrey Ghost
    #1

    Let's say I want for screen to shake when some enemy boss lands on the ground after big jump, and as player's character is standing closer to boss the stronger is screen shake.
    I know I can make several distance conditions, but it would've been really good if you (hyperPad devs) would change shake screen strength setting from slider to data input (like "if" behaviors), or let user choose between slider and input mode.
    0_1526559908254_image.png
    (screenshot showing current Shake Screen behavior)

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    • D Offline
      D Offline
      Deeeds
      wrote on last edited by
      #2

      You can move the camera, very quickly, and move it back, also quickly, which has exactly this effect.

      The other advantage of doing it this way, you can mirror the movement of the monster, rather than a random shake, it's relevant to the movement of the monster shaking a "ground".

      Set the camera to focus on a proxy object representing your monster, and move it how you see fit to get the shake you want, when you want, with fades of movement (curves) to bring it back to where you want it to finish softly... like the camera is being progressively stabilised.

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      • Andrey GhostA Offline
        Andrey GhostA Offline
        Andrey Ghost
        wrote on last edited by
        #3

        Hm, interesting technique. Gonna try this on. Thanks Deeeds.
        Still, I think hyperPad needs more input-boxes, it adds new possibilities of coding and can also save time.

        D 2 Replies Last reply
        0
        • Andrey GhostA Andrey Ghost

          Hm, interesting technique. Gonna try this on. Thanks Deeeds.
          Still, I think hyperPad needs more input-boxes, it adds new possibilities of coding and can also save time.

          D Offline
          D Offline
          Deeeds
          wrote on last edited by Deeeds
          #4

          @andrey-ghost hyperPad has a unique, unused advantage over other visual code editors... it goes top to bottom, left to right.

          Most others go left to right, and push complexity into the y - axis.

          With hyperPad's down-to-do approach, they could put visual inputs on the left of behaviour nodes, and outputs on the right (where appropriate) so data could be passed in and out visually.

          Which would be amazing.

          And they could add an Undo to the behaviour editor ;)

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          • Aidan_FireA Offline
            Aidan_FireA Offline
            Aidan_Fire
            wrote on last edited by
            #5

            @deeeds Some people have swear jars. I need an undo in the behaviour editor jar 😂

            iTap DevelopmentI 1 Reply Last reply
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            • Aidan_FireA Aidan_Fire

              @deeeds Some people have swear jars. I need an undo in the behaviour editor jar 😂

              iTap DevelopmentI Offline
              iTap DevelopmentI Offline
              iTap Development
              wrote on last edited by
              #6

              @aidan-oxley 🤣🤣🤣🤣🤣🤣

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              • Andrey GhostA Andrey Ghost

                Hm, interesting technique. Gonna try this on. Thanks Deeeds.
                Still, I think hyperPad needs more input-boxes, it adds new possibilities of coding and can also save time.

                D Offline
                D Offline
                Deeeds
                wrote on last edited by Deeeds
                #7

                @andrey-ghost Just to add muddle... here's another way of doing it, without a proxy object.

                This has a huge benefit, the size of the camera shake is determined by the velocity/power of the impact. So it feels more "real" and has natural variance in accordance with what's going on in your game.

                This has a bit of a flaw, in that there's often some drift in this, that I've never managed to track down the origin of, but it does work. It takes the collision impact, which is off the screen above the broadcast... and does the following:

                0_1526628112863_Image-1.jpg

                Andrey GhostA 1 Reply Last reply
                1
                • D Deeeds

                  @andrey-ghost Just to add muddle... here's another way of doing it, without a proxy object.

                  This has a huge benefit, the size of the camera shake is determined by the velocity/power of the impact. So it feels more "real" and has natural variance in accordance with what's going on in your game.

                  This has a bit of a flaw, in that there's often some drift in this, that I've never managed to track down the origin of, but it does work. It takes the collision impact, which is off the screen above the broadcast... and does the following:

                  0_1526628112863_Image-1.jpg

                  Andrey GhostA Offline
                  Andrey GhostA Offline
                  Andrey Ghost
                  wrote on last edited by
                  #8

                  @deeeds Thanks again, but don't you agree it would be convenient if there just would be an opportunity to input data in Shake Screen behavior? There are also some other behaviors that may need input data.

                  D 1 Reply Last reply
                  0
                  • Andrey GhostA Andrey Ghost

                    @deeeds Thanks again, but don't you agree it would be convenient if there just would be an opportunity to input data in Shake Screen behavior? There are also some other behaviors that may need input data.

                    D Offline
                    D Offline
                    Deeeds
                    wrote on last edited by
                    #9

                    @andrey-ghost absolutely agree.

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                    0
                    • MurtazaM Offline
                      MurtazaM Offline
                      Murtaza
                      Admin
                      wrote on last edited by
                      #10

                      What I'd like to eventually introduce is to change all sliders to be input fields with a slider option.
                      Just having come up with a good UX to achieve this with out overloading the UI.

                      D 1 Reply Last reply
                      0
                      • MurtazaM Murtaza

                        What I'd like to eventually introduce is to change all sliders to be input fields with a slider option.
                        Just having come up with a good UX to achieve this with out overloading the UI.

                        D Offline
                        D Offline
                        Deeeds
                        wrote on last edited by
                        #11

                        @murtaza

                        This one is easy.

                        Get rid of the slider. The slider provides no benefit worthy of what its usage requires be removed.

                        Swap it out for a mechanism exactly the same as how Duration is chosen and set.

                        Done. Go have lunch. Take the rest of the day off. You've earned it.

                        MurtazaM Aidan_FireA 2 Replies Last reply
                        0
                        • D Deeeds

                          @murtaza

                          This one is easy.

                          Get rid of the slider. The slider provides no benefit worthy of what its usage requires be removed.

                          Swap it out for a mechanism exactly the same as how Duration is chosen and set.

                          Done. Go have lunch. Take the rest of the day off. You've earned it.

                          MurtazaM Offline
                          MurtazaM Offline
                          Murtaza
                          Admin
                          wrote on last edited by
                          #12

                          @deeeds but I like sliding my finger on the screen. Its fun.

                          1 Reply Last reply
                          2
                          • D Deeeds

                            @murtaza

                            This one is easy.

                            Get rid of the slider. The slider provides no benefit worthy of what its usage requires be removed.

                            Swap it out for a mechanism exactly the same as how Duration is chosen and set.

                            Done. Go have lunch. Take the rest of the day off. You've earned it.

                            Aidan_FireA Offline
                            Aidan_FireA Offline
                            Aidan_Fire
                            wrote on last edited by Aidan_Fire
                            #13

                            @Deeeds What should @Murtaza have for lunch? I'm half with Deeeds on this one, I don't really care whether or not there's a slider, but if there's the option to use an input field instead, I'll always use that over the slider. Maybe there are other people that like sliders though, could do a vote.

                            Andrey GhostA 1 Reply Last reply
                            1
                            • Aidan_FireA Aidan_Fire

                              @Deeeds What should @Murtaza have for lunch? I'm half with Deeeds on this one, I don't really care whether or not there's a slider, but if there's the option to use an input field instead, I'll always use that over the slider. Maybe there are other people that like sliders though, could do a vote.

                              Andrey GhostA Offline
                              Andrey GhostA Offline
                              Andrey Ghost
                              wrote on last edited by Andrey Ghost
                              #14

                              @aidan-oxley That's why there should be an option to choose between slider and input field! :)
                              Also, IMHO Aidan you're to cruel with your signature there. I wonder how much time in sum people have wasted on reading it. Maybe like.. 5 minutes :P

                              1 Reply Last reply
                              1
                              • iTap DevelopmentI Offline
                                iTap DevelopmentI Offline
                                iTap Development
                                wrote on last edited by
                                #15

                                I would personally use input fields, but for say a new user just trying to make a simple game, a slider might be more convenient....

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