Tokinsom's Recent Forum Activity

  • Uh...the audio plugin can adjust volume you know. Just set it to a variable and add/subtract that every tick.

  • The sinewave behavior has no place in this mechanic. The solution is actually very simple...

    +Player is NOT on floor

    +Jump button is being pressed

    -Subtract 60*dt from Player.FlutterJump

    +Player.FlutterJump < 0

    +Player.FlutterJump > -60

    -Set Player Y Velocity to Self.Platform.VectorY - Self.FlutterJump

    ...It will probably need some tweaking but you get the idea. It's a simple counter force upwards.

  • Yep, CPU lag causes frame skipping but no noticeable difference in gameplay. GPU lag causes frame skipping and significant input delay rendering the game unplayable.

    Yeah, well as you mentioned the disadvantage of a cap like 0.02 is a few seconds of lower framerate will run the game in to slow-mo for a few moments, which is disorientating for the player - kind of like randomly varying the timescale during gameplay. I'm not convinced that's a better solution. I think we want to aim for a value that just cuts off the spikes.

    I think the game slowing down a little bit is far LESS disorienting (especially since every gamer ever is totally aware of and used to it) than severe input lag, skipping frames, and missing collisions, don't you?

  • That's just how C2 handles bad performance...it skips frames instead of slowing down which, unfortunately, can cause some major problems. I also would rather have slow down..it's what people expect.

    Maybe you can code it yourself using time scale?

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  • Jittering can be caused by a number of things.

    -Game resolution

    -Player movement speed

    -Camera Code

    -Parallax Settings

    -Project Settings

    Only way to get perfectly smooth scrolling in low-res games is to move the player the same speed as the refresh rate..but uh..yeah..y'know. Or you can disable pixel rounding and use high quality fullscreen scaling..but then your graphics move on "sub-pixels" and you risk seams as well.

  • shinkan Yeah I strongly disagree with Ashley on that one. For example, if you're using a separate object for an enemy's collisions, then you must code both objects to work in perfect harmony which can be a real pain at times, especially when dealing with multiple instances. Suddenly you end up having to do things like set & compare ID's or use containers, position the enemy to the collision object, give the collision object behaviors and variables instead of the enemy itself, make sure both exist or don't exist together, put them in separate families so one does this and the other does that. Then do you use one collision object for every enemy, or do you make a new one for each enemy? I mean they will have different behaviors and variables and properties so...

    All of that can be avoided by simply giving the enemy an additional collision mask. One to handle collisions with the environment, and another to handle interaction with other objects.

  • This is how Super Smash Bros. handles collisions/hitboxes/hurtboxes http://youtu.be/tonqj4rkjIU?t=1m17s

    I can't imagine doing anything like that with the tools we have now. With Spriter, maybe, but not C2's standard toolset.

    Multiple collision polys would be great for everything, not just fighting games. For example you can have a platformer where enemies have a simple box poly for good collisions with the environment, then a more elaborate one for interacting with your player and such. No code, extra objects, or containers required.

  • "but what i was asking is if construct have the necessary tools not if i have the skills to do so"

    Couldn't hurt to look around, download the free version, and see for yourself!

    (yes, yes it does.)

  • Yeah if you've already got to try one out and are happy with it then by all means go for it. I only bring it up because I was also looking to get a Surface Pro 3 so I'm not glued to my computer desk when working on games, but learned it has some 'issues'. I suppose it's a matter of preference as the specs are pretty similar. As for the integrated gpu..there aren't too many options under $1000 :T

  • Dell XPS is a better option from what I've seen. Linus tech tips goes over quite a few problems with the surface pro.

  • Ashley If you do that too many times (usually 5 or so) NW will glitch up...instead of running the game a random, blurry, scaled up sprite from your project fills up the screen and flickers. Should I post a bug report or take it up with rogerwang ?

  • It makes some things a little easier I suppose, but ultimately is kind of limiting. Truth be told it's the same animation system as Klik 'n Play had...20 years ago. Besides, any decent image editing program can compile sheets for you (though Pyxel is still the best for animation/sheets).

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Tokinsom

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