mintPIXEL's Forum Posts

  • That stage is slightly tough. I have a better version of that game, but it’s still stuck in limbo as well.

  • I think you should make it a full game. It's well designed and Like the effects and design of it.

    Hey buddy! Thanks so much! Im glad you like it. Ive had it around for a long time but have so many other projects going its so hard to focus on it. I do enjoy it though. How far did you make it?

  • -Remove if not allowed-

    Hey guys! Im not sure if this is the right place to post this, but Im selling off a project or two because I have too many going on at once and I cant focus. All of the art and sounds (not music) are included. This project has 20 levels so far.

    youtube.com/watch

    Shoot me some offers if interested.

    mintPIXEL

  • Down Ward

    Gable, flutters her way through a leafy alcove. :)

    Gorgeous!

  • I made a platformer prototype a few years ago, and I recently pulled it and made some changes/updates to it. Still unsure if Ill make it into a full game, but its playable at mintpixel.itch.io/bitcrypt. Check it out and let me know what you guys think!

  • Thanks buddy!

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  • Anyone?

  • For frame rate independent you wouldn't want dt.

    There's a setting in preferences if you want to do that.

    For frame rate dependant its (total value)*dt

    Because dt can be zero, or fps can be less than 60 etc.

    Remember dt is the time since last last tick.

    If you mean setting the stepping mode to Frame Independent I have done that, its still not completely smooth. Still jitters and slows down a tad when the frame drops. I haven't just tried multiplying by dt in this case, so Ill give it a go.

  • Not sure what you are doing but all the behaviors have dt applied already.

    Basically Im trying to make this completely frame rate independent. It is a set velocity that is placed on Every Tick.

  • Think in terms of wanting movement to stop if frame rate goes to 0.

    Look at it as if expecting dt to be zero.

    Anything times zero is 0

    That makes sense, But Im still trying to figure it out for my example up there. I understand how it would work for platforming style movement etc. I know its an odd looking setup, but I cant figure out how to make it frame rate independent. I thought it would be by default as is just measuring the distance between two points to set a velocity on something. So i figured it would just kind of "catch up" on the next frame. But that doesnt seem to be the case. Any idea how Id go about that?

  • Is this the correct way to use delta time. every tick: set angular velocity to: self.TouchPower*(Touch.x-self.touchx)+(60*dt)? Im still trying to figure out how it works. Thanks for any insight guys!

    Tagged:

  • Well, nevermind.. I found the issue.. For some reason when I installed my graphic driver it set my refresh rate to 30fps.. Im not sure why, but problem solved. Strange, and simple.

  • So I just reinstalled windows (to mess with construct 2 a bit as well) But I have an issue. For some reason anything I run (construct 2 or 3) runs at 30 fps. Ive tried old projects, new projects, just a blank file with a text object set to show the fps every frame. No matter what I do its 30 fps. Ive installed the latest graphics driver, Ive updated everything I can think of. Anyone have any idea what could be going on here?

    Thanks

    ps also, the files run at full speed when I do a remote test on my ipad and phones.

  • Awesome guys, thanks! Ill give it a go and see what I can figure out. Thanks for all the help.

  • Cool thanks. So you think it would be possible using construct 3? I could solve the server/host issues and skip the dropbox part. But Im still looking into how it work with C3.

    Thanks again!