Whiteclaws's Forum Posts

  • Repost. Ignore

  • Repost, Ignore.

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  • Delta-time

    Check this out, mate

  • Well then, why don't you check the distance between the objects and the bullet, if its smaller than the distance traveled by the bullet in a tick, then you could move the bullet by that distance in the angle of the bullet and check for collisions or use an invisible object to do the checking, if that object collides with the target then the bullet has hit it

  • As I said, try my FPS trick, it should do the job

  • It's normal it runs smoother, it's not an illusion, platformer multiplies the position values by dt, so that the object will move at the same speed regardless of the fps, otherwise it would slow down if fps was under 60, you can solve that by down something like

    X = x + 8 (or the increment value you want) * dt

  • troublesum

    Where did you get that info, moveto is basically a x += x * dt (Or somethin' like that), prolly' slower than x = a, but the difference isn't noticeable , it's normal that sometimes your sprites get stuck, you are moving by increments of 8, thus going on top of the player, that breaks the physics and collision detection is like Wuuut? Or this could just happen in mobile, maybe because the frame rate gets choppy and the movement slower also no they don't work the same way, platformer has to simulate gravity, acceleration, deceleration, check for keys and such, and that is way heavier than just doing a delta-time calculation

    You could always use moveto, but if you are comfortable with math, you could just multiply every position value by DT, then the blocks should move the same speed regardless of the fps

  • Well, just print the variables just before you destroy them

  • Just look at them in C2 xD, maybe there's a condition to do the job

  • Rory, your bananas don't look half bad

    Op: Sharp stuff!

  • It's not Construct 2, it's just simple math, I'll explain

    Let's say I have this diagram

    |--+--|

    In it, we can see that the + is in the middle, thus yielding to 50% opacity or 0.5 * MaxOpacity (100 in our case)

    But how do we get that 0.5, what I did is

    (Distance from start to +) / (Distance from start to end)

    Now let's see out diagram:

    |--+

    ~~^ (Distance from start to +) - 3 characters

    |--+--|

    -~~~~^ (Distance from start to end) - 6 characters

    Now: 3 / 6 = > 0.5 <

    Here ya go ... That's how programmers think

  • Well makes sense -0 & +0 are 0, I don't see the point

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  • Well, that all depends on the platform, if you want it mobile CocoonJS, IntelXDK or NodeWebkit, you can check put their respective plugins, they probably have some kind of quit trigger

    A possible way would saving when loosing focus

  • There's an easier way to do it, you just need a Points variable to store your score, and your Bullet object

    Then, you can just;

    Bullet - Set speed to (floor( Points / 250 ) + 1) * 100 (Or any other speed increment)