kayin's Recent Forum Activity

  • Yeah, but it's bound to the families and groups of that object as well, isn't it?

  • Load frame from object.

    I think this would be nice for effects such as mirrors or afterimages and stuff, so you don't have to have an object with all the frames there to waste memory or has to be updated when new animations are added. It'd just be nice and conviniant and useful! Or so I think, anyways!

  • This is why you should give your cap to Ashley, Cheez. So stop being a sissy Mary or I'll yell at you on IRC more.

  • Not between different layers! At least to my knowledge.

    Please correct me if I'm wrong or missed something because I just tried this.

  • No problem! Believe me, I'm thanking my self too! This has been a big headache for me. Now its time to put together some more examples.

  • I'd really like to see the ability for rotating layers to also effect the collision mask of the layers. It'd be sweet as hell to let the stage be able to rotate around the player, Super Castlevania style!

  • It really is true. Especially for people like me, who are sort of stuck between being artistically minded and being technically minded. I've certainly done well for my self, artistically, buti'm not very artistically talented. I've just banged my head against the wall enough for me to get somewhere. While programming I understand and have a mind for, I just do not have the deep level of understanding for writing extremely complex code.

    I'm guessing a lot of indy game makers are like this.

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  • > :P I'm just happy I don't have to annoy the hell out of you about this anymore. Thanks for your advice and patience through all my bitching and long winded posts.

    >

    Does this mean no more walls of text between you and Ashley any more? This is truly the end of an era

    Glad to see you have come to a resolution though

    Hahaha, I certainly had a "lol" at that one. A friend of mine frequently joked "Hows your novel coming along?" if he was over while I was making a post on the issue (or occasionally some other issues elsewhere ). But yeah, I don't think we're going to come across an issue that required this level of headbanging.

    I'm just glad everyone gets to be happy in the end and that the solution is extremely elegant in implementation and it didn't require Ashley to use up his valuable time. I'll be writing up a tutorial for this (and maybe other time delta issues/solutions) in the future. Hopefully this won't have to come up again -- and if it does, hopefully it'll be a much smaller issue.

    It'll be sad without having anything to rant about.

  • Yeah I just boosted the rate to 120 not too long ago and adjusted the all the values to match the speed. It works pretty nicely I'd say. Yeah, the uneven movement is there but it seems mostly unnoticeable, but it is a flaw. Granted if you run at higher logic rates which I think a lot of games could easily get away with (IWBTG for example which has a very simple engine), the difference would be very hard to notice. at all

    But yeah at this point I don't think a built in feature is really a necessity. I think this is actually better in a way as it's more customizable and easy for me to select what needs to be time sensitive and what doesn't.I would perhaps want features that would facilitate precision games such as manual animation 'tick' advancement, which could be useful elsewhere too, but I think this is rather low priority. I'll try and make a simpler 'tutorial' example with comments and maybe write a small tutorial so people who are in situations like me or the original poster won't have to bug the crap out of you.

    I'm just happy I don't have to annoy the hell out of you about this anymore. Thanks for your advice and patience through all my bitching and long winded posts.

    (I'll also look into the function thing. This is as good a time as any to restructure my engine a bit and clean things up)

  • Oh, had to make a sourceforge account, missed that part at first. User name is "KayinN"

  • I certainly have more than a few things I'd be interested in writing about -- especially in the realm of custom platform movement and how to get maximum accuracy out of timedelta.

  • Things get more interesting now. I tested it and converted the base chunk of my engine. It works well. It also gives me a way to control the time delta 'shimmie' that seems to happen a lower framerates.

    Currently my engine is tooled to run at 60 ticks. At runs pretty okay at lower FPSs but gives the appearance of relatively lower frame rates Not very bad, but a notable problem with a solution. I'll, at one point, have to try and retool the engine to a higher logic rate -- not a big deal, just tweaking values. Like that, it should be good even at low frame rates. I was able to run the logic at -1000- cycles and the frame rate was still pretty good. I think 100 or 120 cycles will be easily handleable even with a relatively complex engine like mine. Zipping around at insane speeds with pixel perfect accuracy? Priceless.

    Anyways if you look at the code,you'll notice a logic limiter right now. It's set to 2,meaning logic can only update a max of 2 times.This nearly kills all the positional jerkiness under lower FPSs (30-45). What was weird is while watching the logic counter tick up, I'd occaisonally see numbers like 7 or 9 while running primarily at the 45 fps range. Really at 45 there should never be a number larger than 2 -- maybe 3 somehow? But yeah. Thats ODD, but it's not an issue now. if I increase the logic rate (which I believe I wll), I can up this probably to 5 or something and still keep things hella smooth.

    I think this is the most productive path to follow for us super anal developers and again, I'd like to hear Ashley's opinion on this all to make sure it's a safe course ot proceed down.

    http://kayin.pyoko.org/logicspeed.cap

    This is the example. Note that not all of the engine is converted, just the very minimal (jumping,gravity and horizontal movement), so theres some weirdness with some of the stuff like dashing and air dashing. All the relevant core logic stuff is the first view events. As you can see, this is a very simple to implement and even still benefits from things like timescale!

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kayin

Member since 2 Jun, 2008

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