Steven's Forum Posts

  • Thomasmahler - That is looking gorgeous, definitely looking much nicer than the solid blacks. How are you going about animating the characters?

    Wish i had the guts to try a painted game But i need to structure everything to keep the look consistent.

  • Madster,

    and if we assume it's V-sync?

    What I'm trying to get is a game that runs the same speed no matter what the refresh rate is.

    Arima has been helping push me towards this, and your run down has some nice formatting in it i will take on board, namely

    Always-- object Set Y to object +(5*60*Timedelta)

    Now, this would have the game running at 60 ticks per second no matter what the frame rate(well, if it was higher) or refresh rate was correct?

    Linkman2004- Hey, cheers for the look in, I'm not on my computer at the moment, so i can't try it out just yet.

    Would there be a discrepancy between + 1 and TimeDelta * 60 If my refresh rate wasn't 60? Because the whole reason behind this question is to take the refresh rate out of the equation.

  • I figured that it was down to the FPS, but the whole 200 thing is throwing me off.

    I have got the game in Vsync, and i have the FPS displaying all the time. My refresh rate is 60, but I have been changing it to look for differences.

    I've just had a play around with it. I have one event set up

    Always-- Rain:Set X to Rain X-(60*TimeDelta)

    And one with

    Always-- Rain:Set X to Rain X-1

    I toggle one off and one on, and there is a drastic difference in speed. I have the Y set to 180 and 3 respectively and TimeDelta is in slow motion.

    Now 200 was just an approximation but it's certainly closer to the original speed. From one to the other it seems that even 240*TimeDelta(4*60) isn't as fast as +1.

    What do you think?

  • I think i get it, now i just need to figure out the correlation between +1 and the TimeDelta equivalent.

    So when i have;

    Always-- object Set Y to object +1

    It's moving 1 pixel, every tick(FPS60), so that's 60 pixels a second.

    With TimeDelta, +1 became 200*TimeDelta to get an approximately similar speed.

    Is there a direct correlation, can i match all my +1s and +5s to a specific TimeDelta number?

  • I'm terribly sorry to have to bug you all about TimeDelta again, but i don't understand how i can use it to make my game run at the same speed, no matter what the refresh rate whatever monitor might be.

    http://apps.sourceforge.net/mediawiki/construct/index.php?title=Time_Delta

    I have looked here, and I don't understand it. I've never come across a situation as used in the example. I don't know what the distance the object is covering. I don't know how to translate that example into something that works the other way around.

    I've rewritten this at least 10 times and i still can't figure out how to explain myself.

    I would like my game to run the same on any monitor. As far as i know the 'always' command is out the window for this? And 'Every x ticks' too?

    Always-- object Set Y to object +1

    How would i rewrite what that does, with the magical 'TimeDelta'?

    Somehow i need to replace 'Always' with 'TimeDeltAlways'.

    So could i use (TimeDelta*60)-- object Set Y to object +1?

    Ok, hope that is somewhat understandable, numbers mince my thought process(and frustrate the hell out of me). If i haven't been clear or I've left something out etc, please do ask for me to clarify and I'll do whatever i can.

  • I used MMF for 4 or 5 years...didn't get anywhere. Stopped trying to make games for a couple of years. Every now and then i would get the desire to make a game, and Fusion would stop me. My most recent dip into game making saw my friend give me a link to the Construct website.

  • Is that in the 0.99 version? Either way, an easy work around I'm going to use(At least for now) is to have it set up in the starting Layout, and we will see how it goes from there.

    As a sort of spin off related idea, how about a section in the Wiki that relates to current bugs, or technicalities such as this, or layout fades not working with blur, etc? Just to save some of the questions like this.

  • I eventually figured it out...but my layout editor started crashing continuously shortly after getting it working, clicking on anything, right clicking, moving the layout around, every layout would crash within 3 clicks. It still ran perfectly when executed though. As soon as i deleted the layout i was inheriting from construct stopped crashing.

  • Excelent progress Deadeye I played with your first version for quite some time seeing how things went together, but it's all well over my head.

  • Is there any specific settings, or tick boxes or anything like that that would cause this not to work?

    I've set it up as you have said, but it doesn't show up at runtime, and if i deselect the layout, and then return to the properties, my inherited layers box is empty!

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  • Thanks David, sounds like a reasonable work around. Could you explain how to drag and drop objects between layouts? I've had a play around but couldn't figure out a way to do it.

    Edit- Copy and paste does the job, thank you chaps.

  • If i add some graphics into layout 5, I will have to manually add them to the previous 4. And global objects travel through layouts, so if i used global on my backgrounds they would all build up as i went along. :/

  • The global event sheets do a hell of a lot to help moving forward with making new layouts and expanding the design as you go, which is where MMF fell flat, but I'm still a little hesitant to move forward without having all my graphics made.

    It would be nice if the objects window would hold all graphics imported to the game across all layouts, perhaps with groups/family type organisation. So you could have a background + - section containing all your tiles and so forth.

    Also, is it at all possible when importing graphics to import the name also?

    What about a mass import? Like the animation editor, but into seperate sprites/tiled background objects?

    What does everyone else think? Are there any similar options currently active that i haven't noticed?

  • Wow, nice

    I have it all working nicely now thank you. There is a drastic time difference between TimeDelta and Ticks hey?

    I assume TimeDelta*60=1 second?

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