work3's Forum Posts

  • will have to try it.

    thanks for the suggestion

  • hmm, I built a bare bones test, i'll rebuild it and upload it.

  • I'm performing object counts at present to test out a few things, but I noticed that when I spawn a bullet object, it counts as 2 objects.. is that what it's supposed to do?, if so, what's causing it?

  • if you make a game in construct that has that much bullets onscreen I will be amazed. I dont doubt construct's abilities, i'm sure it would just be a diabolical torture S&M thing to make it.

    sorry, I can't hear too well with my leather gimp mask on.. what was that again?

    looking at another freeware game,(blue wish resurrection) it seems like the game artificially induces slowdown intentionally , yet keeps the framerate at 60 (it displays the framerate), i'm not sure how I could replicate that or if its necessary, I guess i'm on my own here for now....

  • hmm, well, I guess that's like some who likes britney spears listening to some death metal and asking how anyone can listen to that, it's preference.

  • i'm making a 2d vertically scrolling shooter. A modern style one with a gajillion bullets.

    the collision box on the player is extremely tiny, and the gaps between the bullets can be easily in single pixel figures.

    I'd rather the game slow down gracefully than become jerky, this is what these games do in the arcade.

    http://jp.youtube.com/watch?v=Ji88FmxemAs

    All I want it to do is play at 60fps max if the PC can handle it, and slow down after that.

  • ok, well, I implemented as much time delta'ing as needed to test things out, and, sadly it's not what games of the type i'm making do.

    I need to have real pixel precision regardless of framerate, so for this game, it looks like I won't be using it.

    So, If I use delta override, at 60, that should do the trick, right?

    sorry ash

  • thankyou sirs! my game is on the way to becoming timedelta compliant thanks to your help!!

    *humble bow*

  • thanks for your assistance, I'm beginning to understand it now.

    would multiplying my 'every tick' incremental values by 60 be a correct assumption to getting things to their original speed in unlimited framerate mode?

  • NO U!

    seriously, you're one of the guys that always helps out, and i'm very grateful for it.

  • It's every tick.

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  • I realised it's time to face reality with timedelta and start incorporating it into my work..

    *hears applause from ash*

    now with this small screenshot below, I cannot figure out how to get my swaying object controlled by SIN to run at a normal speed while in unlimited framerate, is it just a case of positioning the *timedelta in the right place, or am I missing something elsewhere.

    apologies for the stupidity, as always, the code side isn't my forte.

    humble thanks in advance, as always.

    <img src="http://pic16.picturetrail.com/VOL699/2583063/18593104/337351199.jpg">

  • thanks deadeye, you are truly the man...

    I often wonder what the best approach is witb some of these things, I think just building a depleting animation works best in this case.

  • i'm trying to make a circular energy bar right now in a similar vein and need to erase the bar in a circular manner, it overlays on top of the game on the HUD, I was wondering if any of these functions mentioned would be applicable?

  • whats the most efficient way of handling multiple instances of the same object?

    for example, creating 2 of the same object at different image points and then setting their positions to stay on these points via an ALWAYS , or getting them to behave differently, like changing their angles independently.

    thanks