I'm sorry, I thought you wanted a frame rate independant game, so you could call actions in seconds (or parts of it) instead of per tick.
I must have misunderstood.
Like I tried to explain before, using delta time construct2 uses the "Constant Game Speed independent of Variable FPS"
I always thought that frame rate independant meant that things happened at the same time regardless of framerate, but I could be wrong..
Tutorial adding sound
Have you read this: Windows8 app tutorial
Did you import your audio as wave so construct converted it for you?
It all depends on your needs.
If you are willing to put some time in it to make it smooth, you'll get smoothness.
If you'd like a simple solution, you might want to have a look at the litetween plugin.
You should probably use grouped events for this.
put all the events related to the running part in a group and disable it when quicktime should start.
put all the events for quicktime in a group and enable it when needed.
If all your actions use delta time using seconds won't be a problem.
System compare two values: abs(player.Y-sprite2.y) > 100
To fit the users screen size you could use viewportright-viewportleft-viewportbottom-viewporttop in your events.
To not make the enemy spawn too close to the player you could make an condition system comapre two values : distance(playerx,playery,enemyx,enemyy) > 100
Couldn't help you without seeing how you have your events set up.
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i'd have to see your capx or event sheet to know where the issue lies.
Member since 26 Apr, 2011