superpowerjoe's Recent Forum Activity

  • The framerate is just an average value. You might get 60 frames per second in the end, but there is no guarantee, that every tick lasts the same amount of time.

    i see, i guess that makes sense, it depends on how long it would take to compute before the next draw.

    does it also mean that i have no way of setting a fixed rate of pixel per second with that method? or do you have any idea of how that would work? <img src="smileys/smiley4.gif" border="0" align="middle" />

    Couldn't download it. (dropbox error 403)

    hmm, strange. i uploaded it to mediafire if you care to check it out.

    mediafire.com

  • The second one is a redundant condition, you already compared 'collision'. In this scenario (without knowing the rest of your events) Object.Y will grow by 1 pixel per second (1 * TimeDelta) as long as 'collision' is 0. delta something like 16.666~~~ milliseconds?

    i thought so too! but my reasoning was to have one check [outside the loop] which triggered the loop, and one INSIDE the loop to keep checking in every turn whilst the loop ran. otherwise it would assume it to be 0 from before the loop started.

    however, i tried toggling it off, and the object stopped one pixel late, sinking into the ground. when i turned it back on it worked fine.

    also, referring to time delta, so if time delta is the time [in ms] between each frame. if it ran at 60FPS would it be safe to say that TimeDelta = 1 second / FPS. or 1/60 second? so as long as it were 60fps it would be 0.016~s. ?? <img src="smileys/smiley17.gif" border="0" align="middle">

    i now uploaded the example.

    Time Delta Gravity

  • Thanks for the responses.

    I've been trying to work it out and i thinking i got something.

    Urled:

    i checked the link but wasnt completely able to make out what you were referring to. i did check the stuff out, so thanks anyway.s

    Arima:

    thanks for your tip. it made perfect sense, however for some reason i couldnt get it to function correctly. however inspired by your tip i came up with a solution. that resolved collision and gravity

    basically what i did was this:

    :: C O L L I S I O N ::

    -------------------------

    + System: Object.Bottom - Ground.Top Greater than 0

         -> System: Set global variable 'collision' to 0

    :: G R A V I T Y ::

    -------------------------

    + System: global('collision') Equal to 0

         -> System: Start loop "gravity" and run 1024 times

         + System: On loop "gravity"

         + System: Object.Bottom - Ground.Top Greater or equal 0

              -> System: Set global variable 'collision' to 1

         + System: global('collision') Equal to 0

         + System: [negated] Object (Pick) and Ground (Pick) are overlapping

              -> Object: Set Y to Object.Y + (1 * TimeDelta)

    i'd like to upload an example, but i'm not sure how.

    this seems to work pixel perfect, and at great speeds.

    but i must confess i'm not quite sure of how it works,

    i came up with it late at night after fiddling a lot,

    and without a rested mind, so i might need cleaning up,

    and perhaps could be optimized.

    somehow lowering or rising the number of times the loop is repeated affects the gravity speed proportionally, but i'm not sure of what the pixel per frame or millisecond is. but i'd like to find out in order to control the rate.

    also, i'm not sure of what the exact value of timedelta is supposed to be, is each time delta something like 16.666~~~ milliseconds?

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  • Hello everybody.

    I've been looking around the forum for a few days, while battling with events, and havent yet found a solution. So now i'm turning to you in desperation, and hoping not to bother ya'll too much.

    The deal is this: i'm working on a platformer, but instead of using the platform behaviou, (since it didnt allow me to worki the way i needed to) i decided to accomplish it via events. some might call this tedious, redundant, or needless, but i personally find it more effective, and to each their own.

    So far, i have gotten the controls and commands correctly, some of the gravity, and some of the jumping. but i cannot get collision to work correctly

    i would like to know First of all, how would you go about setting up a collision system via events?

       for example, my Gravity is a constant force of 8px in 90� [downwards] every 16milisecond. (and mostly 16ms is my basic unit of time for measurement) - unless there is collision with ground-type object.

    however the object which is falling, ends up stuck somewhat IN the ground, which i guess means that the collision is being detected AFTER it has sunk into the ground.

    i tried lowering the amount of downward pixels and time intervals proportionally, but this nevertheless made things just fall slower [though sometimes they did not sink]

    so, how would you, with events:

            * set up Gravity

            * Set up Collition

            * set up Jumping

    thanks to anybody who reads this, if i wasnt clear please just ask

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superpowerjoe

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