Hi, I'm a user of MMF who is just checking out Construct to see what kind of opportunities it offers.
I was just messing with the Physics behavior and made a little cannon that shoots physics-enabled balls wherever you click.
Before starting with Construct I read a bit about TimeDelta and how it should be used in games. However, the wiki says that all the built in behaviors are designed to work the same no matter what the frame rate is, meaning that there is no need to use TimeDelta in events for it.
So I have my gun create a ball and apply a force of 600 towards my mouse pointer. Works great when it's V-synced at 60 fps. Then I decided to try it at unlimited framerate mode. It runs at about 250 fps, about 4x the normal frame rate on my computer, and a problem was introduced. The ball now fired at what I estimate is about 1/4 its original power.
I thought to myself that I needed to apply TimeDelta to my event. So I changed my value to 32000*TimeDelta, which gave about an equivalent force on V-synced. However, very oddly, I go back to Unlimited mode and once again I lose force, in fact I lose force worse than before.
Additionally, if I go into fixed framerate and set it to about half the V-sync (30 fps), I get a gun that fires with twice the power, with or without TimeDelta.
Am I doing this wrong or is it a bug? How can I get my physics to work the same no matter what the frame rate?
(I can upload the .cap if anyone wants to see it)