Steven's Recent Forum Activity

  • There is an option under,

    System-Special conditions-Trigger once while true.

    So try adding that to the same condition you are using to create the block.

  • Are you using add to variable, subtract from variable or set variable?

    IF you are using add, then +1 will work

    IF you are using subtract, then -1 will work

    IF you are using set, then you will need to set it up something like this,

    Car passes start-Set Variable1 to "Variable1+1"

    You need to include the variables current value or each time it will be set to 1.

  • That was pretty much the point. lumping everyone into one project is bound to break down quickly(and have jarring contrasts), but having 1 or 2 people making each mini-part of a game would increase chances of success and add an interesting texture.

  • Set the platform movement to a rectangular solid sprite. Position animated character sprites to it. Have a variable to have 1 visible and the rest invisible. Use Families for the animation events.

    For when you want the characters to do different things add in event sheets/groups to indvidualise them(the platform movement and actions etc) and switch the groups on/off along with the animated character sprites.

  • What about various people each make a single frame mini game showing of one or several effects, and then one person links them all together into some sort of progressive game thing at the end. All sorts of game styles, art styles, but all consistent and contained in each frame. Perhaps a similar theme, or character threads through each frame.

  • I have played around with the different settings, and using the fixed frame rate really slugs the game, it's gets jerky and awkward feeling.

    Ashley, Thanks for that tip about adjusting the frame rate, obvious now, but I do usually tend towards doing things the long awkward difficult and barely functional ways.

    Now I don't mind showing graphics off...but when it comes to code, I'm so terrible at it i prefer to hide it away. But if you guys could give me an idea as to how to sort this out into the TimeDelta light?

    2 ticks would work out to 0.03 milliseconds, and 5 to 0.08, but because the time, is system based, I would need to add TimeDelta to the milliseconds? Is that correct? And i want 0.03 to be a derivative of 60?

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  • Thomasmahler - That is looking gorgeous, definitely looking much nicer than the solid blacks. How are you going about animating the characters?

    Wish i had the guts to try a painted game But i need to structure everything to keep the look consistent.

  • Madster,

    and if we assume it's V-sync?

    What I'm trying to get is a game that runs the same speed no matter what the refresh rate is.

    Arima has been helping push me towards this, and your run down has some nice formatting in it i will take on board, namely

    Always-- object Set Y to object +(5*60*Timedelta)

    Now, this would have the game running at 60 ticks per second no matter what the frame rate(well, if it was higher) or refresh rate was correct?

    Linkman2004- Hey, cheers for the look in, I'm not on my computer at the moment, so i can't try it out just yet.

    Would there be a discrepancy between + 1 and TimeDelta * 60 If my refresh rate wasn't 60? Because the whole reason behind this question is to take the refresh rate out of the equation.

  • I figured that it was down to the FPS, but the whole 200 thing is throwing me off.

    I have got the game in Vsync, and i have the FPS displaying all the time. My refresh rate is 60, but I have been changing it to look for differences.

    I've just had a play around with it. I have one event set up

    Always-- Rain:Set X to Rain X-(60*TimeDelta)

    And one with

    Always-- Rain:Set X to Rain X-1

    I toggle one off and one on, and there is a drastic difference in speed. I have the Y set to 180 and 3 respectively and TimeDelta is in slow motion.

    Now 200 was just an approximation but it's certainly closer to the original speed. From one to the other it seems that even 240*TimeDelta(4*60) isn't as fast as +1.

    What do you think?

  • I think i get it, now i just need to figure out the correlation between +1 and the TimeDelta equivalent.

    So when i have;

    Always-- object Set Y to object +1

    It's moving 1 pixel, every tick(FPS60), so that's 60 pixels a second.

    With TimeDelta, +1 became 200*TimeDelta to get an approximately similar speed.

    Is there a direct correlation, can i match all my +1s and +5s to a specific TimeDelta number?

  • I'm terribly sorry to have to bug you all about TimeDelta again, but i don't understand how i can use it to make my game run at the same speed, no matter what the refresh rate whatever monitor might be.

    http://apps.sourceforge.net/mediawiki/construct/index.php?title=Time_Delta

    I have looked here, and I don't understand it. I've never come across a situation as used in the example. I don't know what the distance the object is covering. I don't know how to translate that example into something that works the other way around.

    I've rewritten this at least 10 times and i still can't figure out how to explain myself.

    I would like my game to run the same on any monitor. As far as i know the 'always' command is out the window for this? And 'Every x ticks' too?

    Always-- object Set Y to object +1

    How would i rewrite what that does, with the magical 'TimeDelta'?

    Somehow i need to replace 'Always' with 'TimeDeltAlways'.

    So could i use (TimeDelta*60)-- object Set Y to object +1?

    Ok, hope that is somewhat understandable, numbers mince my thought process(and frustrate the hell out of me). If i haven't been clear or I've left something out etc, please do ask for me to clarify and I'll do whatever i can.

  • I used MMF for 4 or 5 years...didn't get anywhere. Stopped trying to make games for a couple of years. Every now and then i would get the desire to make a game, and Fusion would stop me. My most recent dip into game making saw my friend give me a link to the Construct website.

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Steven

Member since 18 Mar, 2009

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