BadMario's Recent Forum Activity

  • I've been working on a top down racing game and I have about 4 files of engine sounds to vary different speeds and 4,5 files with gear change simulation. Right now I am only using gear changing at the start and end of races , the rest of the time I am simply looping those 4 different engine sounds with a kinda trancy music on top and I may just leave it like that.

    Without the music, though I get exactly what you are saying. Sounds bad and I think the only way to do it is with different files. I don't think Construct's audio manipulation is sophisticated enough to manipulate a single file ( maybe I am wrong, should play around with playback rate to find out )

    In older flash games, I had a setup with one file for each gear and switching gears sounds, so just trigger each depending on car's speed. But you have to create those engine sounds that raise in pitch and other details.

    I think having a nice soundtrack on top and engine sounds in the background works well and is far simpler, and who doesn't like good driving music?

  • I've seen some weird stuff there too ( in some variations of these formulas ). Speed not decreasing at all despite being multiplied by 0.99

    Well, like I said in the original post, feels like a hack, but this works in my game, v-synced or full frame setting

    lerp(speed,speed*0.99,1-0.0999^dt)

  • That is what I had originally, but in 2 actions

    object.X = object.X + speed*dt

    speed = (speed*0.99)*dt

    Tried a couple of variations and your example, does not work

    The second way you wrote it does seem to work at 60FPS, but it does not work at full frame setting. I think 0.99 needs to be dtimed somehow, otherwise you are multiplying by 0.99 twice or three times as fast at full frames setting

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  • I got things to work, but in a different way, so I am curious what the correct way is to use delta time with multiplication like this. Should have been simple, but it did not work.

    ObjectX = ObjectX + speed dt here is basically Object.X + speed*dt or (speed*60)*dt if redoing an older game that used speed that worked at 60 frames per second without using dt.

    Now I want to simulate drag so I decrease speed every tick by multiplying it by 0.99

    speed = speed*0.99 So what is the correct way to use delta time here?. doing things like 0.99*dt do not work.

    Anyway, I got it to work with something like this lerp(speed,speed*0.99,1-0.0999^dt). It does work, but it just seems like a hack that should not really work

    Just to add. You have to test it with this new beta feature and run full frames, not v-sync

  • The performance of the Apps is far much better than android making it easier to create Apps that need performance, also the colours display is super, I find much easier to create Graphics for the Game Design on iOS than Android

    Hmmm, no, absolutely not true. Maybe if you compare a $1000 iPhone with a $300 Samsung, but if you compare iPhone with similarily priced Samsung it definitely does not look better. My 4 year old S6 Galaxy still looks better than most iPhones to me, although this is obviously somewhat subjective.

  • Yeah, still easy to forget this is a different situation than playstation or Nintando

    If you have a minute, can you try this game on 60hz and 144 hz and see the difference

    http://www.deusx.com/hrd/

  • maybe the problem is that Construct just sets game frame rate according to refresh rate so we have no control over it

  • Giving 1 star reviews to a game because it does not work on your device is idiotic and should be considered as abuse or a fake review ( you cannot review something you did not play )

    But, I guess while Google is busy working on AI there is no actual I anywhere near that place.

  • WacktToaster has a good point. I only use on tap for menu items, for game interaction it is almost always on any touch start as that registers immediately ( or should in theory )

  • Construct already creates sprite sheets, so that is already there. If you increase the max spritesheet size in project properties it should cut down on the number of files significantly, just check that it does not affect your gameplay in some way ( it shouldn't ).

  • If you use the debugger in Construct 3 it will tell you how much RAM it is using on each layout.

    Also, most phones will have some kind of optimizing app under settings, and you can see there how much RAM is free before you launch your game, and how much is left after the game starts.

  • Yeah, but how much RAM does it use? My game that has had problems was only 15MB in download size, but uses anywhere between 450 mb and 1 GB of Ram depending on which Construct 2/3 export is used. basically that game had to be exported with Construct 2, otherwise crashed too many phones, even iPhones

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BadMario

Member since 3 Sep, 2015

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