Davioware's Forum Posts

  • Ya, it's a pain that they're pimping their controllers. Even though I own 2 usb ones, it's just not fair for people with older gamepads.

  • heh, cool. My brother and I can't get past Dracula in the first game. And I think there is moving platform support now. Also, what's the red line detector at the bottom of the guy for?

  • It blows that the build is unstable though.

    pretty much every build comes out as unstable. I've been playing around with it and it looks to be pretty stable. However... There has been major changes since 98.9, and stuff which I don't regularly use could be bugged.

    eg. people discovered a bug with the LOS behavior, which I don't use.

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  • probably a driver fault, it works fine for me.

  • making your game use timedelta'ed values just means it uses "frame skipping" when the game lags, and allows your game to be played with v-sync or unlimited frame rates while retaining the same relative gameplay speed. Timescale just controls the timedelta value (and a couple of other things), so it makes it possible slow the game speed down without changing the frame rate (ie. high frame rate slow motion)

    timescale affects animation of sprites, so i think you should ask for the feature:

    Override Timedelta for Animations" Checkbox

    but i think animations use milliseconds for timing, which timescale affects....

    [quote:16xhlxuo]UT I still wish there was an easy way to simply designate the time-delta PER object... or at least whether any particular object is effected by the difference in time delta.

    if you don't code your objects with timedelta, then they aren't affected by it.

    If you are using behaviors, they maybe we should ask for the feature to disable/enable timedelta use for individual objects/instances behaviors (at runtime?), if possible.

    so all the game slows down but he does not... and maybe certian other characters do not as well.

    There's no easy way to do this. You can try coding your own timescaling system where speeds of time effected objects are controlled through movement expressions which are influenced by "mytimevalue", if you want the whole game to be timedelta'd. As for "easy"... specialized things like this require some hands on eventing.

  • Did you transfer all of the non-native effects you used in your cap to the 99.4 effects folder?

  • How would the runtime know the effect isn't going to flip a sprite which is half off screen?

    true... never thought about flipping.

    I was just asking because it appeared that the particle object used some sort of clipping boundary, but now i realize that that's probably only to determine size.

  • ok, here's another one..

    Will an object with effects that is larger than the screen waste processing power by rendering the sprite area which is outside the screen? (let's say half of the object is onscreen, and half is offscreen)

    Does the runtime draw an effect rendering boundary which borders the screen co-ordinates, so rendering time isn't wasted?

  • are effects still processed on an invisible object? I suppose they don't, but i'm not sure.

  • add the ability to adjust layer effect parameters at runtime. pwetty pwease.

    PS: Davo, your voice is awesome for tutorials. Huzzah!

  • use for not repeat, because it can be named. Then use loopindex("loop") to select which loop to get the index of.

  • it wouldn't really be suitable to have it remain in the 1.0 version.

    and why not? it's just one checkbox..

  • Because they're rather big images, I combined them all as frames of one sprite.

    This doesn't make it use any less data, it's only for convenience sake.

  • ah, finally. Clone layout. Bit Fortress will continue to put the latest build through a scrotum-scraping production run. Onward! To glory!

  • Looking great.

    I noticed that the character only has a set number of aiming directions, and that's probably why you made the bullets spread so much. I guess you had no other choice if you want the whole body to be done through bone movement. The bug animations are great, and it really reminds me of a 2d Gears of war/Halo. I hear the sound of a lancer/AR when I shoot, and that melee sound from halo when i hit, even though there's no sound in your game. Game seems like it will be great fun when there's levels and lotsa bugs to kill.