tulamide's Recent Forum Activity

  • Ahhh! It's the clamp thing ><.

    I spawn the particles with "random" + sin/cos.

    Is there any other way to spawn the particles in a circle?

    Because..

    Without clamp, I don't know, how to tell the Sprites to keep away from the center^^

    And random picks numbers that are(sometimes) below the number "clamp" allows. That's why they get stuck at the same place and it doesn't look good. I find out what's wrong, but still wondering how to fix this.

    edit: Got an idea, I'm sure Tulamide knows how to make a selfmade "random"-function. I need one where I can make random(60,120) so I get only numbers from x to y. Can I do that with expressions and events?

    First of all: It was a little late last night. The method I provided for spawning at a rate does only work, if the spawn rate is at least 50% higher than the framerate. For v-synced 60 fps the spawn rate needs to be at least 90, etc. I'm sorry about that, but if you will never spawn below that threshold you can safely use such a method.

    Yesterday I also started working on sprite particles to help you on this. It is not finished, but all the basics work:

    customparticles.cap

    It shows in particular how to work with two radii to spawn the particles on a circular band.

    To get a ranged random, just add the offset and randomize the distance between the first and second value. To get a random number between and including 60 and 120: 60 + random(61)

    I will now dl your cap and have a look at it. But it may take a day.

    EDIT: I don't know why, but I get a 404 on your link. This happens quite often with dropbox, but only to me as it seems. :(

  • I nearly finished my "circle" <img src="smileys/smiley4.gif" border="0" align="middle" />

    Just one question now: How to change the "rate"

    I managed the circle by spawning a sprite(allways) with sin/cos and stuff.

    But there are too few particles on the screen.

    I tried: allways condition, on every milli second(even tried on 0.01 ms, but didn't worked ><) Also tried to duplicate just the "allways" event with all expressions in it.

    But then, he draws the sprites almost at the same place, looks weird :S.

    How can I tell him to spawn more sprites ad once?

    Timescale just make things faster, raise the "fade out time" isn't really nice to make "more" particles.

    That's good news!

    Make sure, you work with timedelta to have the "circle" behave the same no matter the framerate.

    Now to the question:

    You will never be able to spawn anything faster than at the duration of one tick. So something like "every 1 millisecond" doesn't make sense (e.g. running at 60fps the fastest timeslice is 16.67 ms).

    Set a rate as a variable, e.g. myrate = 300

    It means you want to spawn 300 sprites per second, so you need to know what fraction of a second a tick is.

    1/TimeDelta tells you the fps at that moment of time, e.g. myfps = 1/TimeDelta

    You now know that you need to spawn myrate/myfps times on every tick

    + for "" from 1 to round(myrate/myfps)

    -> Spawn your particle

  • Why not simply using sprites as particles for such shapes? You wouldn't need to develop your own particle object and still get the same results.

  • Just for the record: I remember Ashley explaining somewhere on the forums that this

    GPU Accelerated Windows

    has nothing to do with hardware accelerated canvas. It just says, that the window will make use (or not make use) of Direct3D functions when displaying the webpages. You can only learn about hardware acceleration if you are not using XP and are looking for direct2D in about:config

  • Well, the shape is realized by moving the particle object over time. When using the mouse coordinates, you are displaying parts of the shape at locations where they weren't meant to be. You would need to catch this, and only move to the mouse coordinates when the shape is completely drawn (which would be about half a second or so in this example). However, I don't think it will be implemented to the object itself, although it seems to be possible.

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  • I guess I will have to give Chrome a chance then.

    Thank you all very much for the informations, I wasn't aware of the direct2D implementation.

    Reading the forum link that ROJOhound provided it seems that there is still hope. Azure will make use of Skia as a replacement of Cairo for all software rendering and OpenGL. Skia is already activated for the Mac versions, and a bug comment from today looks promising. They tested a build for Windows successfully and it seems it will be implemented as another option in the preferences to manually enable Skia, so that people having Direct2D will also be able to alternatively use Skia.

    Thanks once again, I wouldn't have learned about it without your answers <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It's been a few weeks. Today I got a new graphics card, a MSI N460GTX Hawk. It's a up-to-date, powerful and supported card. And of course I installed the newest driver (285.58)

    To my astonishment Firefox still doesn't care! Under the same testing conditions I still get the same framerates as with the older 9400GS (yes, 8 fps with ghost shooter, 25-32 fps with fishieTank, etc.)

    Does anyone also use that model (MSI N460GTX Hawk, 1GB, Talon Version) and Firefox 7.0.1? If so, I'd like to know if you also have that disappointing performance?

  • An index is a number used to enumerate things. By nature this has to be a progressive integer.

    An array also uses integers.

    Something like '3,1' is not a number to Construct, so it interprets it as a string.

    For you to not lose overview, use the array 'database' as a simple 1-dimensional array to store the names of the objects:

    stick stone apple colorblock1 colorblock2 stoneblock

    Now you may reference the object by its index (stick = 1, stone =2, ..., stoneblock = 6)

    When filling the inventory, put in this index, e.g. if the second slot of the inventory should contain an apple, then inventory(2) = 3

    To look up the name, you use database(inventory(2)), which resolves into database(3), which is "apple", because the third item of database is "apple"

  • I heard the voices already.

    They made a few tests and did cast fans that are as close as possible to the originals. In fact, it was hard for me to hear the differences, although another brony said that he was impressed but the differences would be clearly there^^

    However, after hearing the voices, I'm really looking forward to it.

    EDIT:

    Meredith Sims - VA for Twilight Sparkle

    http://www.mane6.com/2011/09/twilight-sparkles-va-found.html

    Karen Hayman - VA for Applejack

    http://soundcloud.com/karen-vo/karen-aj

    Kira Buckland - VA for Mayor Mare - Announcer

    I'm sorry couldn't find any other source than the first, but they must exist, cause I heard them all.

    EDIT 2:

    Ok, found Karen on soundcloud^^

  • Two possible ways:

    1) Use "load animation frame from file" (a sprite's action under the category 'animation')

    2) Use the image manipulator object. The actions "load image" and "copy to sprite" will be needed here. (you might also need to flip the image, i think it will be stored upside down on load)

  • Here you are:

    http://www.mediafire.com/file/3rb8r4xz1gzdkd5/database_array_simplified.cap

    It was just a matter of indirect referencing, if you look at the events you will instantly see what I mean. But feel free to ask, if it is not obvious.

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tulamide

Member since 11 Sep, 2009

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