Unconnected's Forum Posts

  • You do not have permission to view this post

  • I don't know that either.

    I just thought it didn't work.

    I have been just copying local c3p to make backups.

  • I can't open local c3p files in r108.2 beta....

  • You do not have permission to view this post

  • I have actually read it a few times before.

    I know more than I did last time I read it.

    It answered most of the questions.

    I now understand dt*60 isn't the right one to use and that *dt is.

    I must have read bad posts before.

    It also helped me figure out an issue.

    I had a variable set to X* 0.015 * dt.

    0.015 originally was per tick and not per second.

    So it was working, but to small to notice..

    I multiplied it by 60 and it is now X*0.9*dt and is working fine.

    Also I used the variable somewhere else and had *dt.

    Delta was built into the variable to start with.

    It was then applying dt twice, causing it to look like it wasn't working.

    Thanks.

  • I know dt is regarding FPS.

    I know 60 is the target fps for the system.

    dt*60 -is used to take FPS into consideration.

    The system doesn't always have 60 FPS.

    Why dt*60 and not dt*fps?

    I have an idea why, but I am missing something...

    dt*fps would seemingly get stuck in a feed back loop, but not sure.

    I noticed in some cases *dt*60 doesn't work.

    An example would be on setting a layer angle and layer scale.

    When I use 1*dt*60 it happens instantly, I had to use 1*dt to get results.

    Why is this?

    Does timescale affect FPS?

    I always show 60 FPS, but TimeScale 2.0 would make a second last half a second in real world time.

    System would show 60fps regardless.

    So would TimeScale 2.0 have FPS of 120 in real world time, or is it still 60?

    I recently had a timescale issue.

    An object would move when system timescale was set to 0.

    I originally adjusted timescale of the object, but found it didn't work for an Instance variable (Adjusted Every Tick).

    Some older posts suggested

    Self.X -11 *dt*60

    It said the formula adjusts to timescale and to fps, it does I tested it.

    This implies TimeScale of 2 would do 120 ticks per real world second, correct?

    I tested

    Self.X - (11 * timescale)

    It doesn't adjust based off of FPS it seems.

    Also...

    Since on the topic of TimeScale/DT/FrameRate

    I saw

    "Set Minimum FrameRate"

    in C3.. What does this do?

    I didn't understand it in manual.

    Kind of seems like I answered most of my questions.

    Can someone correct if I am wrong or confirm if I am right.

    P.S.

    If timescale formula answer is different for C3 than I would like to know it too.

    I expect it to be the same, but a new expression or something may have been added.

  • Works great!

    I am curious if you can break the formulas down a bit.

    I am not to familiar with Java Script input.

    Set unixDate

    Browser.ExecJS("new Date('" & textDate & "').getTime() / 1000")

    Please tell what the formula is doing.

    I can only assume it is translating textDate into Unix.

    If so is it the date only or does it include the time?

    Why divide by 1000?

    set difference

    int(unixDate-(unixtime/1000))

    Why divide by 1000?

  • Old post, but am glad I found this. It is still relevant.

    I forgot about 'System - Pick all'

    It allowed me to remove a lot of extra events and variables.

    Thanks Wertle

  • Thanks for the update.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Every time I try to create a keystore in c3 I keep getting a build fail.

    It keeps telling me it is expecting a string, saying it is a type error.

    I don't know what is being typed wrong.

    I tried different kinds of combinations and get it regardless.

    Anybody else getting an error?

  • I didn't test it in C2, but I did end up testing it in C3.

    I used TextInput and saved it's value to a local storage key.

    Then every 5 seconds it would get the item value and set the text of a Text object and a SpriteFont object.

    Turns out the emoticons work with Text objects and not SpriteFont objects.

    I exported to mobile to be sure, with same results.

    Emoticons will display correctly with Text Objects.

    test test

    Emoticons are treated as a space with SpriteFont.

    test test = test test

  • Sounds like you may be comparing the wrong key press.

    While key is down instead of on key down.

    If not you may have to add a variable to determine if you are in combat or running.

  • When asking a user to input text on mobile, how do I allow or prevent the use of emoticons when asking for a name?

    I would assume it isn't an issue to allow it since each emoticon has a character code on that device, but not sure.

    How can I limit character input if I only want numbers or only letters?

    I don't need a capx, just a text reply.

    Thanks.

  • This may be a useless post, as I don't have experience with Textbox objects.

    When asking a user to input text on mobile, how do I allow or prevent the use of emoticons when asking for a name?

    I would assume it isn't an issue to allow it since each emoticon has a character code, but not sure.

    How can I limit character input if I only want numbers or only letters?

  • Desktop build of C3 can save locally.