Davioware's Forum Posts

  • new update give.

  • seems awesome by the screenies alone! dloading now, always needed a good texture tool for my 3d work.

  • You said not to mention previously posted bugs, but i just want to add that the "out of boundry" bug deadeye mentioned is pretty bad. I've gotten it twice and had to quit the game to try again. It is a game breaker i must say. Should be at the top of your bugs list.

  • yea don't bother ever using while, it's fudged

  • use physics and always> add force towards object

  • Hmm, I wonder where you got this idea..

  • <img src="http://dragonballz-episodes.otavo.tv/wp-content/uploads/2008/08/dragon-ball-z.jpg">

  • use fixed rate then.

  • What Ashley said is a perfect explanation. However, if your game requires pixel perfect collisions, and you don't want to risk an object "skipping through" parts of your level because the frame rate dropped too much, then that's when you should use a fixed frame rate. Time delta also has an option to prevent skipping like that from happening by slowing down the game if it drops below a certain frame rate. But if you're doing a low res game, i'd say use fixed rate. The tearing is barely noticeable, and it evens adds that old console nostalgia look.

    MAJOR DIFFERENCE BETWEEN FIXED RATE AND TIMEDELTA

    Timedelta- makes your game have skip lag.

    Fixed rate- makes your game have slowdown lag.

  • I'm glad you thoroughly respected my brother's copyright Sol.

  • Having many smaller event sheets or a really long one amounts to the same number of events. The point of making separate sheets is that if you have multiple layouts, you can include your engine in each one,and if you want to make changes, you'll only have to edit one.

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  • This would be a very intuitive feature. It's strange that when you paste an object into a rotated canvas, it pastes it without taking into account rotation. IMO the simple "canvas- paste object" should do this automatically. I don't really see the point of it not taking into account rotation. Maybe have a separate action: "canvas- paste object(no rotation)"?

  • Yea the God rays effect is CPU intensive, GPU wont help you there .

  • car behavior shouldn't just act completely like a real physicsy car, it just gives you a basic rotation and acceleration engine. That sliding you speak of is tough to make, and better suited for a physics engine.

  • No deadeye, it's there forever. By the way, there is no plans for an option to toggle it, and won't ever will be. I leik dotted leinzzzzzzzzzzzzzz z.

    (But seriously, It better be togglable rich )