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  • Does it happen if you don't mirror the sprite?

    I'm watching it run right now, with the "Set Mirror" blocks disabled, and it seems to be working fine at 185hz. I played with it a couple times, setting it back and forth. Once I mirror the sprite, is when it moves through the boundary object it collides with. Origin Point is completely centered, and bounding box has completely flat lines, and sides(I've had issues with those things in the past, and learned from my mistakes back then).

  • It probably just means you're not using delta-time correctly. You can take the stock games in Construct like Kiwi Story and run them in unlimited framerate mode, and they work exactly the same. Here Kiwi Story can run at 2500FPS+ and it's pretty much indistinguishable from 60 FPS.

    Thanks again for sharing your knowledge. I was reading articles about Delta Time Last night. Now I'm reading through the one you linked to here on the Scirra site right at this moment. I'm going to work with both of those two games today. I'll see about implementing Delta Time correctly, and see what the end result is.

    I figured if an object is using platform behavior it should take dt into consideration, and move at the same speed independent of a displays refresh rate(like the article says). Everything moves at the same speeds, except for that collision glitch. That enemy glitching through a collision object, is just using simulate move left/right, etc, with a simple switch direction block. Then at 185hz, I can watch it quickly flip direction twice, and move through the object.

    I'll double check, and make sure all my image points are proper as well. All movement speeds are the same to my eye anyway. Just that pesky collision with a boundary object to flip direction. It's not critical to have it work at 185hz. But, now I am just curious to figure it out.

  • Thanks for all the suggestions, calminthenight, and Ashley. I'm going to take a look into this today. I'll test out the bullet behavior, and see how that works for the SHMUP.

    I'll read through the tutorial linked to as well. The strange thing is, Ashley. Everything seems reliable at 60hz, and 120hz. Once I step up into 185hz, is when things start getting wonky. I have not tested all the frame rates in between, but it might be an interesting test to see how things respond. That game with the enemy glitching through a collision at 185hz is a platformer, and is using entirely built in behaviors.

    Yesterday I tested setting the framerate mode to unlimited, and it yielded the same results with my display running at 185hz.

  • I don't think there is a way to limit the refresh rate afaik.

    However, if you properly used dt everywhere you're supposed to it should not matter. If you're having situations where a high refresh rate is affecting your gameplay, low framerate on a low end device would presumably also result in problems.

    Triggers should still work properly. Collisions for fast moving objects normally have more issues with lower framerates when more pixels are skipped, but that should not be an issue with stepping enabled.

    Note that you don't want to use dt with behaviors. Behaviors (except physics) already use dt, so if you use dt expressions to control behaviors, you'll actually make them framerate dependent again.

    Interesting. Good to know. I'm having the issue an enemy using the platform behavior. Moving right through an object that alters one instance variable(checking the direction), which then changes the direction, and whether the image is mirrored or not.

    Works fine at 60hz. They move through them pretty often at 185hz. I have not tested it at lower refresh rates though.

    EDIT: The game with the glitching enemy works fine at 120hz. Speeds seem fine, and everything works as it should. That collision just seems to wonk out at 185hz.

    The other game I have just about ready for release, is a never ending vertical scrolling shmup for the Android Play Store. I could make a version for 120hz phones, if needed, just by halving the speeds. I have all the background layers, enemies, and collectibles move a set speed down the screen each tick. I sort of enjoy it more at 120hz, as it's more challenging. I'll make a comment in the games description, and see what players want.

    Either way, thanks for responding to the thread oosyrag

  • Would multiplying everything by Delta Time do the trick?

  • Is there anyway to limit the refresh rate within a Construct 3 Game? I was just making a video of a game I made a couple months back, and events in the game were bugging out. After a while of tweaking different things within the game, I realized it must be something else causing the issues.

    The only other thing I could think of, was that a few weeks ago I upped the refresh rate on both of my displays to their full 185hz potential in the Windows Display Settings. They had been set to 60hz previously. So I went back in there, and changed them back to 60hz. Now everything is running fine within the game.

    With the displays set to 185hz, the player & enemy movements all felt exactly the same. But the enemies were glitching through invisible objects(tried widening these to no luck), that reverse their movement and image direction. I figure with the higher refresh rate, the event must be running multiple times, and allowing the enemies through the object. I tried running the event under "Trigger Once While True", and still glitches out with the displays at 185hz.

    I'm getting ready to submit a mobile game to the Play Store, and while testing the game on my Galaxy s21, I noticed everything is running much faster. Due to the phone's display running at a 120hz refresh rate.

    So. Is there anyway to cap the refresh rate of a project to 60hz? I've looked through the Project Settings, and the Construct 3 documentation. But, I'm failing to find anything that would allow this. Any help is appreciated.

    Thank You :)

  • > The easiest method would be to create an image point below the Oil Rig sprite in the Sprite Editor. Then spawn the text on that image point.

    Thank you! This is what I was looking for.

    Haha, sure thing. Happy to help :)

  • The easiest method would be to create an image point below the Oil Rig sprite in the Sprite Editor. Then spawn the text on that image point.

  • > The steps outlined above, are if you want the health bar to float above or overlapping the player sprite(Depending on the image point of the sprite). If you simply want it on the top "GUI" layer, and stationary in one position. It should work, the way your first post mentioned.

    I don't want the health bar to stick on top corner of the interface, I just want it to stick on top of a player when the player is moving to any place

    Alrighty. So the steps that KryptoPixel laid out would be perfect for this instance. You can adjust the image point on the health bar, or make another image point on the player character to pin it to. Then make adjustments to that point's orientation in the sprite editor, to position it in relation to your player, where you would like it to be :)

  • I haven't played around with the physics too much. But, looking at your collision lines in your screenshots. It looks like the sprite would jump onto the rock, and then tumble off?

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  • The steps outlined above, are if you want the health bar to float above or overlapping the player sprite(Depending on the image point of the sprite). If you simply want it on the top "GUI" layer, and stationary in one position. It should work, the way your first post mentioned.

  • You could make a sprite sheet from a 3d model with animations already created. But like Psynaptik mentioned, this would be handled in another software. Blender is the best free option at the moment, so I will second that option.

    Look at how games such as the Donkey Kong Country series were made. They basically made 3D models, animated them, then took still images for each frame of the sprite's animation.

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brainwavecreations

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