ilanfl's Recent Forum Activity

  • Appreciate your response oosyrag. I still feel like there's something I'm missing here, so would be happy to get more ideas.

  • Not sure if this question is exactly for this forum, as it's a bit more general. But here goes.

    My game, according to the debugger, runs at 144 FPS (which is also my laptop's refresh rate).

    But it doesn't FEEL like it, doesn't even feel like 60.

    I've been gaming all my life, so I have a good sense of what 60 feels like. Not a brag, I just do, as I'm sure most here do.

    And I'm wondering:

    1. Does the debugger say it's 144 because it CAN be 144 but on the preview window / browser it just can't reach anywhere near those numbers?

    or

    2. Is there some kind of secret sauce that makes a game feel like 60 FPS that I'm unaware of?

    For example my animation for the main character only runs at a pace of 5 a second. That might be part of it.

    But still, the character and other elements move every tick, so they should be moving at a pace of 144 a second? Why doesn't it feel like it? And do games that look smooth have extremely detailed animations with many frames? What's the secret sauce?

    Thanks

  • Yeah I have the same problem with the previews. It's happening now on an example with a loading bar. (Physics Vehicle)

  • Snapping to the path would be an awesome feature, yes. Or adding the possibility for sprite collision in the shape of a bezier curve. Have no idea how hard these are to implement, but just throwing it out there.

  • I appreciate you checking what's possible, Diego.

    Yes, I've been thinking to do what you suggested with the different movement outside the half-pipe. That would work. But I'm not sure how I would make movement inside the half-pipe work, like in the beginning, when the player goes from side to side to gain speed.

    Maybe I'll just make them drop-in from the top and use the animation right from the beginning. All of this seems a bit complicated but I'll try and see what I can achieve.

  • Is there a way for me to hook into the middle of an animation? Or do I always have to go from the start of it?

    For example: player lands somewhere in the middle of the half-pipe and then starts moving left or right.

  • I see! That's good news, thank you

  • Yeah, I agree, even though I don't know all it can do yet.

    I've made the movement work in the shape that I want, but having it as part of this timeline feature I imagine will make it more complicated to fit into the game. We will see. Like in cases of changing direction, or stopping somewhere on the curve that isn't a keyframe...

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Timelines, eh? I need to learn it. Those bezier curves do look sexy... :) Thanks

  • I keep coming back to a skateboarding idea that I want to do, and still not figuring out the curves.

    I want something similar in idea to this:

    youtube.com/watch

    Movement with real curve on the sides, and flat line on the bottom.

    I'm using qarp right now, and I can achieve a bowl shape movement (see file), but that doesn't give me the flat part on the bottom.

    drive.google.com/file/d/1lShfUcEsnvND-Acp_wa1SAi7oDKF6pfR/view

    I could connect movement on a flat line on the bottom to two qarp lines on the right and left, but if I switch between lines I don't know how to control the speed being consistent and smooth between different lines.

    Is there a way to do one curved line in the shape that I want? Alternatively, do you have a different suggestion for me on how to achieve this half-pipe thingy?

    EDIT: I tried it before with a polygon shape instead of a real curve but it came out too janky.

    Thanks a bunch.

  • Hi Abdullah,

    I think it's better to put these questions in the "How Do I" forum in the future.

    Anyway, you can use PositionToTileX and PositionToTileY - these functions take an x and y in the layout and they turn it into a number of a tile.

    For example, if your tilemap is all over the layout and the size of every tile is 20X20, then the tile that is found in position 12,15 in the layout is called tile number 1,1.

    Here is an example that uses it to make the tile disappear:

ilanfl's avatar

ilanfl

Member since 28 Feb, 2024

Twitter
ilanfl has 1 followers

Trophy Case

  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

3/44
How to earn trophies