Shady's Recent Forum Activity

  • > Concerning your suggestion, is this what you mean?

    >

    > Every 100 * timedelta Milliseconds > Bullet: Spawn object 'Bullet_trail' on ...

    >

    No... you don't need to use TimeDelta if you're using milliseconds. Milliseconds are measured in real time, not the time between ticks. So if you say "Every 100ms" then the event will trigger every tenth of a second, regardless of the framerate.

    Tried both ways with still no luck...

    <img src="http://i42.tinypic.com/28mk752.png">

    Maybe it's my .cap. I'll try replicating something similar in a new file.

    EDIT: Just made a new cap following the same suggestion you gave me and it worked fine. Guess there must be something wrong with the other cap. Well, the fun part now is figuring whats wrong with it!

    ...

  • You can use milliseconds. That should work just fine.

    Also, 60 bullets a second is... crazy. Hell, 20 bullets in a second is a lot.

    It's not actual bullets, but the trail left behind the bullets, like in my original post.

    Concerning your suggestion, is this what you mean?

    Every 100 * timedelta Milliseconds > Bullet: Spawn object 'Bullet_trail' on ...

    Doesn't seem to be making a difference. On unlimited FPS it still spawns an incredible amount of particles.

  • I guess I should make it so it's consistent on all PCs. This is how I should go about setting it right?

    Every "60 * TimeDelta" Ticks > Bullet: Spawn object 'Bullet_trail' on ...

    So that'll spawn it 60 times a second? Well anyway, when I do something like that, the game crashes on the layout load... It's either a bug or I'm doing something wrong... or both!

    I'll send a bug report tomorrow, since I need to get some sleep. I start school (year 12) tomorrow

  • Always - create/spawn object is not framerate independent. As the name suggests, "Always" runs every tick, and at 5000fps, this is 5000 times per second, and at 60fps, that's 60 times per second. So if you always create an object, at 5000fps you're creating 5000 objects, etc.

    But since the game is capped at 60 FPS and is in V-sync mode, this shouldn't be a problem right?

  • Can't wait until the next lesson! Enemy AI should be interesting.

    How many lessons are you planning on making? Well, anyway, I find your tutorials to be really informative and the first few really helped me with my projects.

    Thank you for the superb tutorials

  • After reading the TimeDelta wiki page, I wanted to make sure my game won't suffer any problems when it comes to computers with varying performances. So what I did is follow the wiki and set the Framerate Mode to unlimited FPS. After doing this, my game ran at ~500 - 1000 FPS and everything ran fine (though I don't have any TimeDelta commands since everything is behaviour based). Everything ran fine except for the fact that the particle rate increased dramatically.

    <img src="http://i40.tinypic.com/dh7g2s.png">

    Should I be worried about this and try to limit it? Or it it normal for particle rates to increase when setting to unlimited FPS? The game is going to be V-synced and locked at 60 fps, so it shouldn't be a problem, correct?

    Everything in terms of speed runs the same with unlimited FPS, so all is fine?

    EDIT: for those wondering, the particles are done like this

    Always (every tick) > Bullet: Spawn object 'Bullet_trail' on ...

  • Not a bad game. I liked how at the end of the game there were blood splatters everywhere, which kinda resembled a flower. I only played it once but it was enjoyable! My score was 5070

    Just a couple of points of improvement:

      - It seems that weapon three is the only effective weapon and that the other two are quite inferior compared to it. Maybe you should make the first two a bit more powerful to balance them out?
      • Also, the game needs background music! A tune in the background can make the player feel more into it.

    Anyway, good job

  • And since this is the 'post a screenshot" thread, here's a screenie of a work in progress character I designed for the mod: http://www.flood-gate.com/images/medic_05.jpg

    That looks awesome! Reminds me of the medic in Team Fortress 2

  • You can use a variable to choose what it's scrolled to. Let's call our variable 'View'. If it equals to zero, scroll to Spr1. If it equals to one, scroll to Spr2.

    Here's an example I made:http://www.megaupload.com/?d=OONYTG4H

    Is that what you're talking about?

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  • Got it running just fine, though it'd be much easier with a couple of additional options! Hopefully this feature is implemented in the near future.

    Thanks for your help, stainsor! I really appreciate it.

  • off the topic. why grouping objects make them invisible?

    I've wondered that too. Guess the grouping feature isn't 100% yet, since for the little time I used it, it always crashed. Maybe I should send a bug report...

  • Sounds like a good feature idea to me.

    In the meantime you could try this:

    Give the objects you want to pick from a new private variable.

    Use a for each loop to assign a random number to that variable for each object.

    Pick the object with the highest value for that variable.

    This has the advantage that you can use it to pick all the objects in a random sequence without repetition. Just do the above. Then set that object's "random" variable to -1 and next time you pick the object whose variable has the highest value it will be a different, but still random object. Once they all have -1 for that variable value they've all been picked and you can start over.

    Hope that was clear. Let me know if otherwise.

    I think I understand, but texts and boxes don't have the 'Pick object with highest variable' condition too. Or are you referring to a sprite?

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Shady

Member since 22 Jan, 2009

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