Cheez's Forum Posts

  • hey a$$hole

    if you need to show FPS

    click "Show FPS in caption" or get FRAPS

    if you need it for something other than showing FPS

    then you probably don't really need it

    and you're just too stupid to figure out how to use timedelta for your purposes

    if you need help, stop being so disagreeable, explain yourself more clearly

    so someone smarter than you can think for you

    at least i'm not a bitch like you.

  • the helpful part is debatable. helpful implies they did one of two things

    1. left it at "no, there's no 'get FPS'. construct is retarded"

    2. Told me how exactly getting fps from time delta is supposed to work.

    I'm currently on a wild goose chase.

  • like you said, "when used to move stuff it works just as well as using the FPS average"

    well... I'm not using it to move stuff. GASP

    So anyway blah blah blah, lack of forethought, pain in the ass, workaround still not too useful, etc.

    and i'm only trying to mess around here. I'm not even making some big project out of this but it still gives me a hard time.

  • I didn't say it was inaccurate. I said it was weird. or some synonym of that. or broken. It should be predictable enough to return something that corresponds with the FPS the game returns when I'm messing with it. not necessarily close but... it just doesn't seem like it can be used for this purpose.

  • And I should have to do THAT when it could be one click, for a feature that should have existed from the very start?

  • read my edit.

  • You're avoiding the fact that nobody should have to dick around with anything to get something that should be readily available.

    You still haven't addressed the issue I'm having, which is that time delta is being retarded and returns weird shit. Like how the nunber that time delta returns at 60 and 120 fps is pretty much the same.

  • that'd be great except time delta is broken and isn't returning the proper values at all framerates for whatever reason. Why should I even have to screw around with that in the first place when I could type a lot less by getting the actual framerate like what should have existed in construct from the very beginning?

  • I need to look into this but I can't find any info on it. Don't tell me they forgot to add that in.

  • 1. You only have the ability to edit your posts for a few minutes, so be careful what you post.

    2. I am not able to recreate your crash. I did exactly what you described... I created a sprite, gave it physics behavior, gave it a custom collision mask (a right triangle), and rotated the sprite beyond 45 degrees. It runs fine.

    This means there is something else wrong with your .cap. You should send your .cap to Ashley so he can have a look at it. Otherwise it won't get fixed.

    The strange thing is, you're exactly right. I tried it again in a new cap and it worked. I went back to the file I saved where I had deleted the offending objects and tried it again, and it's even working THERE now. I honestly don't know what happened, but I hope whatever it could be can be caught.

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  • what, is there no post editing feature? um... anyway, I did some more testing, and it seems to happen if I rotate the object 45 degrees or more. from -44 and 44, it's fine.

  • As i've said before, it only happens as I delete these specific objects. I've been adding obstacles in the form of immovable physics objects, since that's the only way I can currently do what I'm trying to do. Just now i've gone in and deleted EVERYTHING ELSE in this cap file but some objects that I had to remove to prevent the crash. It still crashes, so i've isolated it to those parts, and worked my way down from there.

    It's apparently being caused by objects with these same characteristics: They use a custom collision, they're right triangles (and so is the collision), and their angle is NOT 0. I changed their angles to 0 and everything was fine. Then as an experiment I changed an object's angle back to what I had it at (90) and sure enough, it crashed again.

  • I'd actually prefer not to for various reasons. Can I be told of any possible causes?

  • No, an error code is an error code. I'm going to just wait until someone who knows what i'm talking about shows up and go from there... No it's not the computer and no it's not events because I haven't made any events for them. they all have physics behavior and a few have a custom collision, but it's obviously not the case because this is also the same for objects i created before and after these problem causing ones. What's also funny is that they were working before.

  • Is there any reason for this? I'm tinkering with something, and some very specific set of sprite objects I added seem to be causing a problem when I try to test. I get about five or six 0xc0000005 error windows in a row before it finally goes away. I have to remove all of them before it stops doing so. Did I do anything wrong with them or is this a construct bug? I think it's already happened before in an earlier version of construct.