tulamide's Recent Forum Activity

  • constant 30 fps

    AMD Athlon 64 X2 Dual Core 2.2GHz

    2 GB RAM

    ATI Radeon HD 2600 XT

    obviously the maths will be no problem, the sprite's displaying is. The better (newer) the graphics card, the higher the framerate, almost no matter what processor. (That's what I see from the various posts)

  • My problem is that when I'm trying to set the character object's animation to "Running," the way I have the event set up:

    'Placeholder' is walking: Set 'Character' animation to "Running"[/code:333lwl71]
    
    means that the character's animation is constantly reset to the first frame of Running, eliminating the showing of the other 2 frames in the animation. How do I fix this? I've tried 'Trigger once while true' and it didn't work. Kindly help. XD
    

    If you just switch 'Character' to running, 'Placeholder' stays in the walking state. So this action is called every frame. You could switch the 'Placeholder' state (animation) also , keep track of the state using a global/private variable or test for the current animation of 'Character'.

    The latter would look something like this:

    +'Placeholder' is walking

    [Invert]'Character' animation "Running" is playing-> Set 'Character' animation to "Running"

  • You know that 305000ms equals 5:05 min? The song is only 3:02 min, and that means you are waiting at least 2:03 min before this or another song is played again.

    If you want to wait 3:05 min that's 185000ms. (one second = 1000ms, one minute = 60 sec = 60000ms)

    You can't rely on the accuracy of the timer, but it does not create a two minute gap, it will roughly be the value you set, deviating not more than a few milliseconds (it is dependent on the framerate).

  • Hey thanks, that with the Timer eagual / greater than 10000 worked!

    Just one little Question, is the "Timer" the timer of one Layout or of the whole Application? If it is the latter then this would logically not work.

    Thanks alot people!

    Regards,

    Mr. Snooley

    Puh you caught me in the last minute, I'm almost out of the door

    Everything related to a layout is resetted, when the layouts are switched. That's why the timer counts from zero everytime you switch to another layout (or just call the same layout again). The method is safe for your needs

  • It's a tricky area... what do you think should happen? Do you think the current system (capped at once per tick) is OK?

    Given that everyone is aware of the implementation I would prefer the current system. Nearly every end user time system uses ...minutes:seconds.somekindofframes (instead of milliseconds, e.g. video editors use the video's framerate, games most often 10th of a second, music uses sample frames, etc.) anyway. And I can't think of a useful implementation for triggering events every 3 ms. The low framerate problem could be compensated by constantly checking the framerate thus getting the lowest possible resolution for "every ..."

  • The "every x ..." is a loop. It triggers the event on every 10000ms in your case. So the event will be triggered on 0ms, 10000ms, 20000ms, etc.

    Combinig this with trigger once is odd, but what at least happens is that the event is triggered first on 0ms.

    If you just want to make the layer visible after 10 seconds of the layouts playing time has passed, system compare against the timer:

    +Timer greater than or equal 10000

    Trigger once

    ->your actions

    I wouldn't use "Timer equal to", because it is not guaranteed that you will catch the exact moment of 10000ms

  • Ok, this is like egocentric, but as I don't want to write a dozen of pm, I use this forum to let you know that I won't be active on the forum for about 4 weeks, beginning on monday night.

    But don't be relieved. After the 4 weeks break I will be bugging you again

    Have fun!

    p.s. Ashley, don't you dare to publish a new version of Construct before I return...

  • Carmack mentioned CUDA alot, I thought it was strange, seeing as how he uses openGL for his engines. I'd like to see a more recent interview to see if he's using openCL with tech 5 or tech 6.

    For the demo the interface was cuda, but according to gamestar, a german games magazine, tech 6 will use directly DirectX 11 or OpenCL, to make sure ATI graphic cards and Intel's larrabee will work also.

  • Thanks ash and tula

    I suppose my followup question is, it must be legal to use the ideas, and algorithms in the code then, as opposed to a copypaste, without asking specific permission from the author, correct?

    I would assume the papers are published/talks given to spread and encourage the use of the ideas within?

    Also, I see many people describing people's own implementations of both these among others. Countless google hits for each. So this is legal?

    That's a very, very complicated question. The problem is that there are so many variations of copyright laws throughout the world. For example, in germany the intellectual property remains to the causer even if he/she states otherwise. In the US you may give up your intellectual property. You see it isn't easy to answer. You can only play it by ear I'm afraid.

  • Two threads that deepen R0J0hound's code snippet and could be of further help:

  • The best you can do whenever unsure is to ask the creators themselves.

    On Stem's homepage he clearly says that you should contact him if you want to use something of his talks and that you need the permission of the publishers if you want to use something from his publications.

    Ken Perlin copyrighted his work, so you need his permission too.

    It is only legal to copypaste for your own work, if the source is not copyrighted. If you are not sure about the copyright, the creator of the source is your best choice to ask

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  • That's just because you ignored what you can read if you open the wizard for the "every x milliseconds"-parameters. It says:

    "This is only accurate to a resolution of ~10 milliseconds."

    Well, you use a resolution of 1ms...

    Set it to a value higher than 10 and it will work.

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tulamide

Member since 11 Sep, 2009

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