PrinterHead's Forum Posts

  • 3 posts
  • Would it be a possible feature to have in construct?

    Eventhough it has to be done in scripting probably.

  • Timer Behaviour(sorry for spelling), so where could that be? After when I create a sprite or what object is that in?

    [quote:3e6itnmj]

    couldnt you just do every 1000 millisecond =add .5 to value

    Well as I said, that can't be done because with the computer I have, makes FPS varies because I use a program that records and slowes down the game to a much lower fps rate.

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  • The reason why I wanted to suggest these is because simply using private variables for what we have now with the sprites doesn't really do the job. It counts down a variable each cycle instead of counting when the values per second.

    For say right now, each cycle deducts .5 from a variable instead of deducting .5 a second from a variable.

    We already know that the properties in the objects section already syncs to the timer.

    So basically using value * TimeDelta is simply not the solution for those who want a pixel perfect gameplay with no random variations, especially if we want to have enemies to do some rapid fire rate shooting.

    So the followig that I want to suggest is:

    Private variables with different types to determine if we went to have this private var to be counting(subtracting/adding per cycle), or timer type(same thing but per second no matter the FPS). And we can tabe Timer Objects that can count .3 a second or have a player ship fire out shots 15 times a second no matter what FPS you have.

    If this idea was to happen, this program will be even more useful.

    I'm still interested to see what the future developments have to bring.

  • 3 posts