QuaziGNRLnose's Recent Forum Activity

  • Well beta is the time to make drastic changes If you're planning to that is.

    In any case, you're a champ Ash

    Also that divide thing intrigues me, although what sort of senario would it be useful in? I'm not the greatest math mind around

    well imagine you want timescaling in your gun game, and you give bullets a physics behaviour, theyd move normal speed at normal time when you shoot them, and then if you slow down time and shoot theyll move at a scale speed.

    if you were to use multiply by timedelta, your bullets wouldnt even shoot out at slow timescale, and the same goes for framerate.

    its useful if your game will probably run into lag at some points and you dont want the physics becoming wacky because of this.

  • the file in this thread should suffice, its more up-to-date than this one anyways

    (the turn around on the gun is slightly messed tho, but ive fixed that in a newer file)

    also im curious as to why you want me to rehost

  • That makes sense, and I just tried it but as the framerate fluctuates (on unlimited) the strength of the shot fluctuates a bit. It's not a disaster but really, shouldn't it work the same no matter the rate?

    EDIT: I should note though that the shot strength is pretty close on both Vsync and Unlimited now, so that's good.

    well, timedelta wont always work excactly the same, but you should set up your game so that minute fluctuation doesnt affect it.

    also note your games fps wont be jumping by 300 or more.

  • newt, you wouldnt need a strange naming convention.

    youd just need 01,02,03 ect like youd normaly do for any animation

    then you tell the importer to make a new animation angle every 10 frames and give that animation angle +10 degrees or wtv from the last.

    starcraft hold its animations in this way, a marine walks for 3 frames, and then the angle changes and he walks for another 3 frames, etc. and that would be 6 frames

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  • triggers are strange

    on the xbox 360 controller, in most emulators and joy 2 key wtv it detects the triggers as a single z axis. when you press the right it goes up to positive 100, and when you press down it goes to negative 100.

    might just be a lack of input channels on everything ive used tho

  • you have to divide by timedelta, because time delta is a value that goes lower as the framerate goes higher (i think, but that doesnt matter dividing works) so when you are at high framerates and you multiply you are infact making the value smaller, and viseversa for low framerates.

  • off topic but, what language is your windows in

  • nice

    any chance you based it off this http://intihuatani.usc.edu/cloud/flowing/

  • thats all i have to say

    (use physics, that should work fine for you)

  • its not that I dont have winrar,its that alot of ppl dont, its just that i really hate having to open up a glitched program that always tells me my trial is over yet i can still extract stuff and always tells me to get the full version. i know its better compression, but does it really matter for a 3mb file, with winzip it would probably be only 100kb more.

    winzip is much simpler to use, for me atleast.

  • xbox 360 has at least 3 analogs for sure, maybe even 4

    i know this because theres 1 for each joystick and another for the triggers, but it may have 4.

  • i should have thought that, it would help to change the message tho.

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QuaziGNRLnose

Member since 2 Aug, 2008

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