newt's Recent Forum Activity

  • Could you give some more directions on how to get the error? The only time it does not update the tens position is when I go over 08/08 in the time signature. That would be almost on track, if there is only one note per measure.

  • Perhaps its something to do with frames?

    Frames are 1 based so if you use 0 it wont work, now you have +1 on the end of your action, and int()to ensure a whole number, but I haven't found where your assigning the return value for the function yet, and I have no idea what mid()means.

    + Font: Value 'Digit' Equal to 1
    -> Font: Set animation frame to int(mid(Function.CurrentUITick, 2, 1)) + 1
    [/code:21pwo90d]
  • I might someday, but until Lucid finishes S I'll wait.

    Especially since I don't know how it works either.

  • Well I'm not sure exactly what your doing, but it sounds like you want two different enemies to follow two separate dummies? If thats the case you can either spawn a two different dummies IE two different objects, or two instances of the same object, and use a private variable to pick which one to follow. Something like:

    dummy(pv)=1

    enemy (pv)=1

    ->enemy add waypoint at dummy

    dummy(pv)=2

    enemy (pv)=2

    ->enemy add waypoint at dummy

  • [quote:1efw3har]According to that logic, I guess I need to raise the delay time as soon as my project grows by a certain size again. IMHO that's not acceptable.

    I think you kind of answered yourself there. As a project grows, or with more stuff you have going on, you have a greater chance of frame skip. That means that even though the music stuff is being preformed correctly, there's a chance that if it does get bogged down the graphics side may not get updated. Of course in unlimited mode, or with proper use of timedelta that shouldn't happen. Once I figure out which S your using I'll see if there's not some sort of solution.

  • Yeah, a decimal value is fine. Its when your trying tell when the object is at some whole number in the path that you would have an issue. You couldn't(until now) just say if object equals 50 on the path... do this.... er well you could do a system compare with int(path.distance).

  • Well ok, but that can be done anyways. I was hoping to keep this off of objects, behaviors, etc, and keep it to things we want in the actual program.

    Like runtime editing of imagepoints, or an actual z index(0 based? ).

  • Looks good.

    Wonder if you could use S's spline function to cut down on some of the array points?

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  • You should probably upload an example. There's no way to tell if this is v-synced, or how to tell how your updating function parameters.

    But honestly I just don't think you can get the precision your wanting in a tick based system.

    All I can say is you cant count on having precision down to less than 10 milliseconds, and when it comes down to timedelta that will make a big diference, and even if you get the timing right on your system, it could vary wildly on others.

    One thing I could suggest is using some sort of interpolation, or percentage to set your animation.

  • Like I said in my previous post, it wont work with waypoints anyway.

    But, in theory you could do as GMG suggested, and make his assumption work.

    You can do that by spawning a dummy object, and setting the waypoint to the dummies x,y.

    Then if the dummy overlaps the wall, destroy it, and spawn another random position.

    You should keep in mind that waypoints add a ton of processing, so if you have many enemies moving around its going to bog down the system.

  • This.

    [quote:m4qlry1k]"Well, this is ridiculous, but what if Construct had not enough time to do all of the instructions within a tick. But instead of doing it the next tick then, it just ignores the instruction?"

    Pretty sure a function within a function will be another tick. In fact I often use "call function after delay" because it takes another tick to retrieve something from the gpu. Probably the same sort of thing happening with the font thing as well.

  • Im afraid a list is your best option, but you have several options for that.

    What you need is a global. Global means it's carried across all layouts. So when you change a global variable, that value is carried to the next layout. same goes for arrays, incs, etc... that is if you tick global in preferences.

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newt

Member since 12 Nov, 2008

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