Arcticus's Forum Posts

  • While i dunno what you're doing, wouldn't it still be possible to make it LOOK like a pixel precision game by changing the sampling to point and if you have to compare like, 'is player.X => this particular pixel' would you not be able to use the round() and/or ceil() expressions?

    I could be way off, i don't really make pixel precision games, but then again, i've never seen much pixel inconsistancy in my games anyways and i use timedelta all the time

  • Holy Cod-mother

  • Don't be so hard on yourself lol

    You've helped heaps of people out on thier games, that my friend, makes you the man

  • When i have a problem, i'm like, 'what would deadeye do?'

  • instead of add 4/subtract 4 from sway, try doing something like, add/subtract 10 * timedelta

    instead of adding/subtracting 4 per tick which is what you're currently doing, it will instead add/subtract 10 per second, making it frame rate independant

    The basic rule i use about timedelta is, if you put a *timedelta after a value, that value becomes 'per second'

    if i didn't quite understand your code, just put a '* timdelta' next to the value that is being used to change the angle, you may need to increase the value a bit though as it is no longer units per tick but units per second

    '.X + 200 * timedelta' moves along the X axis at 200 pixels per second

    '.angle + 360 * timedelta' makes the sprite do a full 360 turn in one second

    etc etc

    i hope that is of some help

  • Sorry bout all the posts, but I figured out why it's not working, the pick by largest variable wasn't doing ANYTHING when in the same event as an 'is overlapping' event, you don't even need it there, the program was using UID's by the looks of it to determine which object's height had priority

    So i fixed the problem, just make the high terrain first, smaller bits last

    But really, if there's a 'pick by highest variable' event in an 'is overlapping' event, shouldn't the variable override the UID?

    ...and now i'm back to the sprite ordering problem again...

  • Another problem someone might be able to help me with is the 'Pick by largest private variable' thing.

    Here's the cap of my game so far, if you press V it'll go into like a debug mode (which i haven't made a toggle sorry lol) anyway when you mouse over the red things, if you hover over more than one it's supposed to choose the one with the highest ZHeight variable, and it's coded to do so, yet it only picks the highest one on some of them, others it won't choose the highest one until it's the only one being overlapped

    http://www.mediafire.com/?wjduyyurz2m

    annoying

    i made a quick example using the EXACT same code and it worked fine, i put it in here and it doesn't work, i dunno why

    http://www.mediafire.com/?tdtwodmmntu

  • The reason is probably timedelta based, if you had something like this:

    if Variable is less or equal to 0 - Shoot ball

    - set variable to 100

    always - subtract 100 * timedelta

    that would make it shoot once per second regardless of fps

    Although i know how timedelta works, i can't explain it well, your best bet is to look up the timedelta article on the construct wiki

  • I've uploaded a little example in the uploads, you're right though, the physics objects DO slow down properly with timescaling

    But what i'm doing is speeding the player up the same ratio that timescaling slows everything down, making the player appear to be moving normal speed when if fact they're going really fast.

    Basically it's like:

    Left is down -- Set PLayer.X to .X + ((200 * timedelta) * (1 / timescale))

    The (1 / timescale) makes it so if the timescale is, for example, 0.5, meaning half speed, the player moves at 2 times faster than he normally would, making it look like normal speed but only on the player, everything else affected by timedelta will slow down.

    Anyway, the problem is, if i'm using physics values to do such a thing, the physics objects behaves differently to what the object would if i just made a custom movement for it, i THINK it's because the physics values aren't in pixels per second, but it could be some other factors too

    A similar problem happens with my super speed example, if motion blur is on, holding forward whilst slowing time down, makes the player jump around a bit, and if you're making him go like, 1000000 times faster, it's er quite interesting

  • I sort of get what you mean, it's similar to the method i'm trying at the moment, which is basically a nested loop:

    for "layers" from 0 to 128 (or maximum Height)

    ---For each terrain

    ------If private value ZHeight = loop index of "Layers" --- bring to front

    but i think with tall/floating objects i will run into the same problem you have

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Heheh thanks for trying anyways deadeye, you're a legend, at least you helped with the collisions and found a bug i gotta work on

    Still if anyone has any idea how to get the Sprite layering to work, TELL ME

    I can KINDA get it with the way Ash suggested, but it needs tweaking

  • I'm trying that method now, I still can't quite get it right though

    I'm about to try a differiing variable system though, cause at the moment, the player's ZHeight variable is at the level of the player's 'feet' whereas the terrain's ZHeight is the top of the obstacle, so I'm about to try using one variable for the bottom of the player, and one for the top, and see if i get any better results

  • Yeah i've got the loop fixed, the only problem now is the proper sprite layering, i'm stumped

    EDIT:

    ok so i had an idea that might come closer to working, i've done something like this

    for "layers" from 0 to 64

    (sub)for each (family blue) ordered by Y acsending

    (subsub)Blue.Value('ZHeight') is equal to loop index of "layers" - send to front

    it -kinda- works but not really, any help?

  • Here's the cap i was gonna upload in the feature requests

    Time scaling works fine if you use it normally, i am kinda manipulating it a little so it looks like timescaling isn't affecting it at all

  • rightio, shoot me a pm with your email or something in it later