Davioware's Forum Posts

  • After thinking this up in a boring English class today, I present to you the latest Whine Engine feature...

    GOD RAYS! Download it NOW on the Whine blog.

  • Never use rapidshare to upload files, it sucks bigtime! Get dropbox instead; it allows you to upload your files to a folder on your pc which are synced with a master server. You can even edit your files in the folder and there would be no need to change the link.

  • I find using someone else's sprite sheet takes a massive bite out of the originality of ones game. Just my opinion.

  • The Whine Engine.

  • Hehe, thanks. I'm trying as much as possible to capture the power and feeling of the guns in the Whine engine. I love games where it's fun to just shoot the guns (even at nothing).

  • the keyword is "near enough". I need my game to move the objects in increments of exactly 1. I'm very aware that fixed framerate runs slower during lag, but i'm ready to live with that. The game requires pixel precision and the chance of slowdown is minimal. I'm pretty sure that all super nintendo games use a fixed rate engine. The only reason i'm using it is so that the game runs at the same speed on faster displays.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • lol oops, posted my on brothers account. So yea the whole point of fixed framerate is that you have pixel perfect precision which runs at the same speed on every pc.

  • uploaded a cap to demonstrate problem.

    http://dl.getdropbox.com/u/1010927/Fixe ... ateBUG.cap

    also placed this cap on the tracker, in the report i made.

  • sure thing Ash.

  • Mipey, i think he means acceleration. to make acceleration, you have to always set your object to .x+'speed', and have other events which gradually change the speed value.Only multiply by timedelta if you want your game to be framerate independant (ie. Lag which skips frames instead of slowing the entire game down.) timedelta has nothing to do with speed of movement, it's only there to account for varied game framerates.

  • You can already apply behaviors to canvases, what are you talking about?

  • Excuse the double post, but i would very much like an answer to this, it's been on my mind for some time now.

  • deadeye

    It would work theoretically, but depending on game window size having a full screen canvas is never the best idea.

  • The problem with using distort map is that it doesnt support distorted collisions

    : what you're left with is a collision box which is a ghost of the undistored object. I would recommend using a chain of sprites.

  • So i've been using fixed framerate mode for one of my games (i want it pixel perfect: don't go all timedelta on my arse ) and it's working well except for a small problem... When the framerate drops the game slows down as expected, but then once the lag stops, the game appears to run faster in an attempt to "catch up" to the point it would have been if the slowdown had not occurred(which often results in player death due to a massive game speed boost). Is this how fixed framerate is supposed to work, or is it a bug?