Somebody's Forum Posts

  • I have been thinking about this as well (why are you looking at me like that? ) and it seems like you could use a paster object for background and paste your corpses onto it every now and then, preferably when the action allows down, like between levels. Then delete them and work on getting fresh ones.

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  • I'll need to check your version once I'm back on pc, but then again if an example is flawed because it assumes stated system functions act the way they are presented - are they really flawed?

    Most of my questions are based on the assumption that one can use just the behaviours and basic events to get reliable results, yet almost every solution ends up with "use these custom events with variables" and so on.

    There was another question about "sub tick" object creation and movement and it seems the answers are also "basically programming". Call me lazy, but I would prefer reliable solutions using the built in systems.

    As for the precision - then why isn't Every X seconds precise if one can get that precision with events?

  • If you know that after x seconds your value should be 123.456, great, you can have a correction factor for your simulation ; but only you know that

    OR... the behaviour should know that - if it's set to turn 90 degrees after a second I'd like that to happen. So it uses dt and isn't 100% reliable, but why then is the dt*90 sprite at a different angle than the behaviour one? Something somewhere seems a little off, you know.

    Yeah, what puzzles me if the kind of error you get ; several degrees on just a single rotation, that's just plain weird and would not be explained by floating point error accumulation

    What I mentioned before certainly doesn't explain the massive inaccuracy you're getting. You could be getting 90.00000001 instead of 90, but 93 or so, that's just odd

    Which is why I built that demo - to show the rather big displacement in angles - so perhaps it isn't 3 degrees, but still plenty. And it doesn't just accumulate, but rather jumps back and forth, so in reality it's even bigger at times.

  • And why over 1 sec ? That's arbitrary, and in a different example we might prefer time consistency over 0.1 sec, or maybe 60 sec, etc. The definition of dt is not to accumulate exactly to 1.0 over 1 sec ; it is to represent the time elapsed since the last frame, and one doesn't guarantee the other.

    Well, if I read Ashley's post on dt it certainly creates the impression that we can rely on it summing up to 1:

    [quote:3s6uintr]Notice that if you add dt to a variable every tick, it adds 1 every second, because the time between all the ticks over a period of 1 second must add up to 1! Here's an example showing just that. (Adding dt to an object's instance variable is also a handy way to have a timer in an object.)

    Also "that's arbitrary" - in that case dt might be any random number, but it just happens to be a fraction of a second.

    I'm not necessarily arguing about definitions here - I'd like reasonable precision in things - if it's set to 90 degrees per second and then we get 88,91,92,89,90,88 etc - seems a little vague, that's all.

  • Which makes me feel like the dt should have this built in - like always make the closest end value a round 1.0 - wouldn't that make sense? If it's advertised as "1.0 every second" then some of these 0.01-0.05 errors can quickly mount up.

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  • So I have been looking into timing and such - and, obviously it's always "use dt for smooth and proper timing in C2" and "behaviours have dt built-in so they are accurate". I built a little test and there's some strangeness afoot - the longer it runs there's both more and more shift from the "reference" every second thing, but also between a behaviour and a simple +dt*X action.

    I realise it can be fixed with some extra variables and math, but can that be avoided and reasonable accuracy expected with simple behaviour/dt usage? dt seems to be rounded down to 3 digits and the sum total in 1 second apparently almost never comes down to a clean 1? Or am I doing something wrong?

    tictoctic - will you stop asking the creators to remove the free resources they give you? It's quite disrespectful - as several people have told you before custom work is paid, if you get something for free live with it being available to others as well.

  • Savvy001 - you mean like a vertical scrolling version? Or adding a Y coordinate to the current one (since it's locked to one direction so the "motion blur" makes sense - otherwise it would just be mush)?

    Well, anyhow, I have now replaced Racetrack with Racetrack H and Racetrack V for all your racetrack needs

  • Try low quality, not high - low quality means nothing will mass with your art.

  • Either way thatserafimkid deserves some kinda of a little medal for that explanation post.

  • Or you could put them in a group and activate/deactivate the group as needed.

  • *1

    But then it stays the same!

  • Looks like it's cropped wrong or kinda shifted diagonally within its image frame - quite weird. Are all of them like this? C2 does spritesheet your images when exporting, so something might be going wrong there.

  • Gone and done.