Mipey's Forum Posts

  • Yes, multiple runtimes would be great! DX9 for legacy support (XP), DX11 for modern market and OpenGL for cross platform!

  • Now, now, I'm sure Davio was only joking. There is no need to be melodramatic, we're all cool here. At least I'd hope so.

    Stay cool, don't get troubled over lame jokes and focus on squeezing some spiffy games out of Construct! After all that is what we are here for, not for dating.

  • I was hoping for native vector graphic support in, say, Construct 2

    I'm not sure about the text, it looks rather dodgy in runtime at the moment. Raster graphics, well, these are limiting the zooming potential.

  • Don't mind me, just daydreaming.

  • That is supported already, I believe. Select the sprite, open Animator tab, select the animation, then below that is where you add frames and stuff.

    There, choose a frame. You should notice "Frame speed" in properties to the left. The bigger number, the longer it plays.

  • ***** or not, lucid at least does his stuff, like developing plugins to provide features not covered by Construct.

    You, on the other hand, seem to prefer being spoonfed. Well, here is news: you have got to put in some effort yourself, too. Again I ask: what do you need the FPS expression for?

  • I'm afraid you won't be getting better answers with an attitude like that. You didn't explain WHAT DO YOU NEED THE FPS FOR, either.

    A little more explaining, less passive aggression would have helped.

  • Profiler? As far as I know, it only has two actions and two expressions... Start, end, get seconds, get ticks.

    I suppose you could use the profiler to start and end as soon as it hits one second, then get ticks it ran - that'd be the ammount of frames, I'm guessing. However, that is not exactly one click.

  • Perhaps if you clarified what do you need the FPS for, we could have helped more. I just assumed that you wanted FPS to display or whatever. FPS is Frames Per Second, which is an average. However, if you use fixed numbers like that for your equations, you might notice disrespectancies when your FPS drops or rises.

    Timedelta expression is ideal, because it scales with current FPS. When your game gets slowed down due to all those projectiles on the screen, timedelta rises, keeping the game flow uniform. Stuff that uses timedelta runs equally fast on 30 FPS, 60 FPS and 500 FPS.

    So, the question is - what do you need the FPS for? What is that you are trying to do?

  • linkman: timedelta varies highly, I just did a test - just an every 1000ms event showing round(1/timedelta), it shows between 13 and 80 frames, depending on overhead. That's 60 vsynced. The frame count is more accurate, since we're averaging FPS over a second.

    Edit: Oh snap, 666 posts!

  • Hm, perhaps a system expression would be nice, but since it is easily recreated with events, I guess the devs haven't gotten around to it yet.

    Then there are plugins - Construct is awesome for the fact that one can make plugins to make game development more convenient. Good luck finding someone to make a FPS plugin, though.

  • +Always
    Add 1 to global('FPS')
    
    +Every 1000 ms
    Set Text to global('FPS')
    Set global('FPS') to 0[/code:1svng3t7]
    
    Yeah, it is too complicated, we REALLY need a FPS counter object
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  • Heh... timedelta is the time between two frames. It can't get more accurate than that.

    Well, you can count frames for a second, then show it. Of course it will fluctuate every second, but that is FPS. For the duration of one second, count frames, then show the number and reset the count. Can't get any simpler than that.

  • Oh, totally forgot about that thread! Well, in that case you are welcome!

  • ... I did what?