megatronx's Recent Forum Activity

  • > Ashley What's better: every n seconds or every dt*n seconds? Thanks

    >

    Every n seconds is already frame rate independent (as the name suggest, it is time based and not framerate based, even though it cannot occur under dt itself), if you want something to happen every 2 or 3 ticks, you would be better with something similar to compare two values: tickcount%2 = 0 or tickcount%3=0.

    It all depends onnwhat you prefer to do

    tickcount%2 = 0 or tickcount%3=0 . this is interesting. I'm not exactly sure what is happening here?

  • Ashley What's better: every n seconds or every dt*n seconds? Thanks

  • I still would like to know if NW runs of integrated chipsets?

  • Well, my original code from month ago was something like this

    -State = 0

    -- For "X" Loop, For "Y" loop --> do stuff on array

    -- Set varState to 1

    And it did only show up small percentage of the array results.

    Since then I've came up with new solution, where if all For loop results are equal to all array dimensions, then change varState. And it's working

    Also, this array processing is not an in game event, as it's a map generation chain, so it's ok to wait a bit. But I did made a version that could be run real time, for loop just going trough several rows per tick only, so it doesn't stop the game at all, if I'd want to use some massive array when doing an infinite world for example. Just a tip if anyone would want to know ^^

  • shinkan the one sgtconti linked to

    Which paragraph, cause i cant find it?

  • No, system loops always complete in the same tick. You must be making a mistake (or, probably very rarely, it's a bug) if it looks like it takes a few ticks to complete, that should never happen and would make loops far more difficult to use usefully.

    Maybe I've made a mistake. Have no way of checking now. But not so long ago I've seen other topic here with some people having same issue. If I encounter the issue again, will let you know. For now, I'm just switching variables at the end of loops.

    ^ That's fudging the issue a bit, Steam do offer refunds when the product is misrepresented or doesn't work as advertised. There are more complex reasons that relate to the difference in rights for buyers between a product and a service, but the bottom line is that they do offer refunds.

    Scirra have to comply with law, and business is business - product disputes are just unforeseen costs; if you make good products, then you wont have to worry about refunds.

    Not true. As other mentioned, scams are being made. I also remember from the shop when people where trying to scum us, by watching the movie or playing a game, then coming back stating it's not working.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads

    I don't think we should do any refunds on digital goods. None. Valve doesn't do it. Otherwise, we will get flooded with fees, and 100% positive that those who want their refunds will keep, use, or copy our work. At least with games, valve will remove the game from library if refund is given.

    And when I used to work in second hand gaming shop. we were only giving credit, letting the person exchange the goods, and only if the original product wasn't working.

  • I had freezing issues, but haven't tried new version yet. I will wait till stable will be released thought.

  • Which loops? All event-based loops finish synchronously in the same tick. There's no need for a condition for when they finished, because you can just put an event after it and that will run when the above loop finishes.

    It's about system loops. They actually seam to take longer then one tick. I'm using 3 "For" loops, to loop trough 96x96x10 array. Takes about a second for results to appear. For now I'm used condition that checks if each loop has reached max field in array to trigger next stage. But in test from month ago, when I used condition that was adding 1 every tick, to change the states of the event's chain, I maybe managed to get dozen of rows with results and the rest was empty. Therefore I assumed it takes longer for loop to run then one tick. Maybe I'm doing it not the right way?

  • Hi,

    Some loops take longer then 1 tick to complete, therefore would like to request a condition "On Loop Finished".

    I would like to discuss about chargeback, according to FAQS:

    [quote:15u88sim]Chargeback

    Unfortunately if a chargeback occurs, the amount of the sale is refunded and a ~£15 fee is charged. This is distributed proportionatly to everyone who was involved in the sale.

    Chargebacks are fairly rare, but if you're unfortunate enough to receive one for one of your items you may notice a negative sale as the fees are greater than the value of the item.

    It sounds anti-economic, the buyers are responsibles who have purchased our products have no bugs or were not incompleted, so if they decided to chargeback for less than $5 and they have cloned asset, then we lose £15 that's scam!

    True

megatronx's avatar

megatronx

Member since 25 Sep, 2008

Twitter
megatronx has 1 followers

Connect with megatronx

Trophy Case

  • 16-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

23/44
How to earn trophies