Archibald2's Forum Posts

  • 2 posts
  • Those are both great examples on those R0J0hound! I didn't even think about the trigger once function, or to utilize it like that. Both examples work, but there is still some issues. If you take a whole number from delta, it rounds it to 1 on occasions, so i don't reach 0 which im looking for. One way i thought of dealing with it, is to just let it substract lower than 0. Say to -5. And on 0 it can do whatever it's necessary to do.

    It's still alot of work to implement to the game, i guess there is no fast fix to it, because there is ALOT of events involved i have to start changing up.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I've been working on a project for quite awhile, and send some test versions out to friends just to be noted that the game works waay to fast on other computers (nw.js exported version). Did googling and figured i have to set everything to delta time, and had a basic understanding of how it works.

    My problem comes with adding/substracting values with delta time, as they are not rounded numbers anymore. I got alot of events that rely hitting those precise numbers, and with delta time they get bypassed. I tried rounding the delta time, but that brought incredible amount of unexplainable glitches to the game.

    I got some basic things working simply using "equal or less" on hitting those values, but that's not an option on everything, as there might be multiple values to hit. How do people work around with this?

    Tagged:

  • 2 posts