Davioware's Recent Forum Activity

  • Hash table in C1 (It's called Dictonary in C2, I guess since it does away with the underlying hash)

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  • I was wrong, read my edit above.

  • Ok, I tested a bunch of stuff by making a program which graphs the rate of change of timedelta (or the timedeltadelta, if you wish), and I think the problem has to do with the margin of error of timedelta. For example: At unlimited fps, the graph shows less, and smaller changes in timedeltadelta over the same period of time. I guess this has to do with the fact that the higher fps allows for more calculations of the delta, so a small error is corrected faster, and has less effect on the net error accumulation. At v-synced fps, the timedeltadelta shows more periodic drops, resulting in a smaller overall timedelta accumulation (hence the slower object speed).

    TL:DR, I believe this has to do with a higher fps being more accurate in the average timedelta calculation. When you set an objects speed by accumulation like you're doing, you're accumulating a lot of error, which is why the speed varies wildly across framerates. V-sync seems to accumulate A much higher error %, in the same amount of time, biased towards lower value than expected error (more of the errors are drops).

    I'm not even sure if the floating point calculation errors are to blame for some of this error though, it's hard to tell.

    Edit: I'm wrong. While what I said is true, there isn't enough error to account for that amount of speed difference. The reason it's moving faster is because you're not multiplying the set position action by timedelta too. You have to multiply BOTH the acceleration increase and the set position action by timedelta, otherwise you're increasing the acceleration rate at a timedelta'd factor, but you're the moving the object based on the framerate. It's REALLY counter intuitive at first glance.

  • for each dummy

    -----ball ID==Dummy ID--->ball:rotate around dummy.

    If that doesn't work in C2, try this (I mostly use classic, so I'm not sure if c2 has small differences with regards to picking)

    for each dummy

    ---for each ball

    -----ball ID==Dummy ID--->ball:rotate around dummy.

    alternatively you can store the dummy co-ords in 2 PVs in the balls, and get rid of the dummy objects altogether. This is less flexible because you can't manipulate the dummies around like normal objects (you need to reference the balls by ID grouping, then change all of their PVs at once), but you save on object count, which can help in a restricted environment (like phones).

  • You can, but this kind of "online persistant world" game requires a server and knowledge of real web programming in mySQL/PHP. If you aren't a programmer, you can't make a game like this. I wouldn't recommend a project like this if you're new to game development either.

  • I was just wondering if it was possible to run arbitrary JS from within the C2 app. For example, say you have other elements on the page aside from the C2 iframe, and you want to run a <script> block which changes their color by clicking on a sprite within the game, let's say. Is this possible? Would it would be possible to write a (potentially unsafe?) plugin which allows you to run JS within the game, or am I potenetially overlooking something which would stall the runtime/not work/etc. or whatnot.

    Edit: Just found that someone made this plugin already.

  • More powerful events, and perhaps a VERY simple image editor. At least support pasting graphics from the clipboard in the next build, if you don't feel like doing the editor. It's essential to my workflow. (probably others too).

    Also, add "overlapping at offset". That idea davo had one night is a godsend. It's the single most useful event in construct classic.

  • When you try to drag an event of higher level under one with subevents (if the subevented one is the last one on the sheet), it only allows you to drop the event as a subevent of last event. Here's an example: (imagine #1 is a single event, and #2 is an event with 2 subevents)

    1.{{{{{{{{{

    2.{{{{{{{{{

         {{{{{{

           {{{{

    Imagine you wanted to drag event 1 under event 2, but keep it's depth level. You can't, unless you manually add a new event under it (so it gets the highest depth) and THEN drag event 1 under the one of highest depth.

  • Yea, I do the same thing for effects in my game konjak, however I'm still using version 99.72. I just tested it in 99.72 and it's the same result; it seems this is a bug that has been there forever (ie, wasn't introduced with the new function object changes).

    I don't really know how stable the python features are, I've never used them extensively.

    This bug is pretty important to fix.

  • I just did some testing and it seems to be a bug in the way the expression editor checks to see if the function expression is valid or not. For instance, I tried pasting konjak's expression (with the 17 params) into the editor and it wouldn't let me press finish and add the action. From that point on I wasn't able to write any other expressions, even valid calls. Closing the expression editor crased the IDE. Then, I tried making an expression by adding parameters one at a time. It was valid until I added number 20, then the input field became permanently red and wouldn't accept any other expressions, (even just a qouted string) until I closed it and it crashed construct.

    Oh and konjak, do you actually need the return value of the function (like do you want to set the variable to the return value), or are you just calling it in a set variable action (you don't care about the variable) because you want to call it as an expression.

  • That's awesome, though that is one gigantic graphic that made my resource saving side cringe a little.

  • Awesome work lucid.

    It's basically the bone behavior FULLY realized. Got myself a copy. Really useful.

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Davioware

Member since 25 Sep, 2008

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