thehen's Forum Posts

  • sqiddster framerate dependent works fine, but with a target fps of 30 on mobile devices I don't want everything to be in slow-mo ;)

    Jase00 Interesting, that looks like it could be related.

  • rogueNoodle I thought this was the cause too, but the effect is the same at around 15fps. I also removed the 0.1 dt cap from the generated source to no avail. I also don't see a 'slow-mo' effect, but a decreased force effect instead.

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  • Framerate independent :)

  • michael what features are missing from the official object?

  • Hi all,

    This is an issue I've had since the beginning of Mortar Melon dev that I've tried to work around.

    The below image shows the resulting VelocityX after applying a VelocityX of 1900 in a trigger. This works as expected on a higher framerate, but on the lower framerate it caps at just over 1000. This also occurs when applying an impulse or force on a trigger.

    <img src="http://i.imgur.com/NGjTOwZ.jpg" border="0" />

    If I then go and increase 1900 to a much larger number, the cap on velocity stays the same when running at a lower framerate, whilst the higher framerate behaves as expected.

    I previously attributed slight variations in physics forces to being framerate independent and the waverings of delta time. However with a capped velocity I can't see a way to work around this.

    Any thoughts would be much appreciated. Ashley?

  • Ah looking through it seems you want to make some sort of website/game hybrid. As long as the games are the content, and not peripheral to the content, then I guess C2 makes sense.

    I was suggesting Edge as an alternative to C2 for this type of project, though if they are games and not just visual effects, C2 makes sense.

  • I would personally focus more on the game side of things with Construct 2 and use tools designed for web for websites. Take a look at Adobe Edge.

    First time visitors are going to have to download a whole JavaScript game engine just to view some visual effects. From a user perspective that's a bad move.

  • Strangely we've found that Base64 encoding images in the exported js allows for many more sprites onscreen without a drop in fps. A good way to get a sense of what the performance gains can be like is to load the exported html in the browser.

  • I have to actually agree with the request for paste in place. It's one of my most used tools when mocking up in Illustrator and it would make the workflow much quicker when building modular components.

    I often have 20 or so bits of scenery which I want to paste in exactly the same place on a new level (so I can extend the core gameplay mechanic in a slightly different way). At the moment I have to paste and then go through and copy/paste the coords for each individual sprite.

    So +1 from me.

  • BusyPixel this is just Windows 8 I'm afraid, Windows Phone doesn't support HTML5/JS natively so it would have to be rewritten in C#.

  • Holy moly, that would be amazing.

  • LindsayInPhilly No idea I'm afraid. I'm at GDC atm, but if you pm me a build I'll take a look come Tuesday/Wednesday.

  • Hey, I'm here at gdc. No webgl unfortunately. Performance does however look to be very good. Over 800 onscreen sprites running at 60fps. Also tested a physics demo which was running at 60fps and looked to be very complex. It's running on webkit.

    Google have also hinted at native html app support on Android and Ludei have a great demo showing webgl running - estimated six weeks until we get our hands on it.

  • It doesn't work I'm afraid :( it's on my todo for my unofficial Windows Phone plugin.

  • Dgsstan blast it looks like my volume code isn't bulletproof. I'm away for a couple of weeks, but a workaround should be to ensure that your db range is between -100 and 100. I'll fix this the second I get back.

    Panacea I'll try and include this in the next update too.