Arima's Recent Forum Activity

  • Moving an event with the system - compare value condition deletes the condition from the event. Posting to the tracker.

  • Bug found - might want to hold off on this version. When moving an event that has a sub event, I get an error: "An invalid object in a condition was referenced."

    Posting to the tracker.

  • You could also always add 1*timedelta to the timer variable.

  • Man, I can't tell you how many times that's happened. "You mean it's already built in?!"

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  • The question that was being discussed in chat was someone thought that while the GPL didn't cover our creations in construct, the runtime wasn't part of our creations, therefore bundling something like the DX9 redist with one of our creations, since it was using the runtime, wasn't allowed.

  • Ah, but did you have to upgrade DX9 first?

  • Wow, they don't even bundle the newest version of the older versions of DX? It's like they're trying to bug people on purpose. Which they have admitted to doing in the past.

    Yeah, that whole 'can't be bothered to upgrade DX9' issue is what bothers me the most about it. I'm trying to make a commercial casual game, and I fear that'll stop a lot of people from trying/buying.

  • Always doesn't have anything to do with timedelta. Always means for each tick (a pass through the events) the event is run - which means it will run as many times per second as the frames per second, which can vary, which is why timedelta's so useful.

    If you have an event always - set sprite x to sprite.x+1, then the sprite's speed will vary depending on the fps. Timedelta makes it so it's how many pixels per second, not pixels per frame - like this: always - set sprite x to sprite.x+(100*timedelta) will move the sprite 100 pixels per second.

  • ...

    I really shouldn't be surprised anymore when I find out construct already has something built in. Yet it keeps surprising me. Awesome!

  • Wow - what a nice solution! I thought it would be some crazy math. Thanks!

  • I want to use lerp to move from point a to b - but it results in instant accelleration/deceleration. I want to have something accellerated smoothly until 50% of larp and decellerate smoothly to 100%. Anyone know the math for this?

  • Check this out - and watch the whole thing!

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    I doubt this could be done in construct at the moment - but man do I want to make something like it!

    What would construct 2 need to be able to make pseudo-3D scenes like these?

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Arima

Member since 11 Jun, 2007

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