DoubleElite's Recent Forum Activity

  • APK's are Android Applications. Think of an .exe, but for Android. As for the speed of things, what browsers are you using? It should run really smoothly on any recent (3-4 years ago or newer) computer. Now for the mobile, it depends heavily on how you get it on there. Do you use Phonegap or CocoonJS? PhoneGap isn't really built for mobile gaming. But in time, hopefully HTML5 will grow on the mobile field. But for now, it's best used for browsers or Windows .exe binary.

  • I always thought lerp returns a value, not changing a value. I thought it takes A and B, and uses C to pick a spot between the two. Going from 0(A) to 1(B). So if I set lerp(0,100,5*dt) to run every tick, why wouldn't it work? I', sorry if I'm not getting it. If you don't want to explain it anymore, no worries. :)

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  • Alright, I see what you mean. Earlier I tried it, but I added the self.opacity + 100 part. Which caused issues.

    So I guess my last question is, why does it work when you reference self.opacity? But not when you state an integer? Because, the second value I used is an integer, why can't the first be one as well? Why do I need to state self.opacity?

  • But wouldn't self.opacity and object.opacity be the same thing? They both would return the changing value, right?

    I mean, using object.opacity works, I'm just not sure why.

  • Ok, I expanded on what you wrote and ended up with this working(kinda):

    lerp(self.opacity,self.opacity-100,5*dt)

    It seems a bit 'hacky' but it works. The problem is that if your using smaller values than just 100. Like for example 10, then it'll just keep getting greater and greater. Seems so simple, and yet it wont work the way it should.

    I don't know why just using integers isn't working.

  • Hey guys, for some reason I can't get a stupid object to lerp it's opacity.

    I have a setup similar to this:

    Mouse Button Down -- Set Fade to 1

    Fade 1 -- MuzzleFlash Opacity = lerp(0,100,5*dt)

    But it just doesn't fade at all. Anyone know what's up with it?

  • I'm getting a strange bug. Whenever I start up a demo, it only takes up about 1/4 of the screen, and has a very jagged FPS. In order to fix it, and to make it take up the whole screen I have to hit the home button and re-open the app.

    I'm using a Droid X, ICS 4.04 ROM (CM9)

    Any ideas? Could it be because of the rom?

  • Just wondering, for my current game I'm sitting at about 10 layers. Do you find yourself using a bunch, or trying to limit it?

  • How are you guys handling collision?

  • So this seems like a simple idea. I have a tile based design, and I need to move my player in increments of 64px. But I'd like it to be a smooth transition. I thought about using lerp for this, but couldn't figure out what to do. Could someone help me out?

  • Is there a way to to something similar to Unity's SmoothDamp Method? The way it works is like this(leaving out some bits):

    SmoothDamp(5,100,6)

    And then it transition 5 to 100 over the course of 6 seconds. While returning the value every time it changes. So you could change opacity and such over the course of however long, smoothly. Anyone know how I can do this?

  • So I'm coming from r93, the point sampling was working but now it seems to always render using linear (as my sprites are blurred). Anyone have any ideas?

    EDIT: Also, there seems to be a huge fps drop when using Fullscreen leterbox. This wasn't present in r93.

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DoubleElite

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