PabloDev's Recent Forum Activity

  • But this does not have to be a bug, I think it might be okay to make the suggestion.

  • Mirlas, this is not a solution, just an illustration. The loop simulates a very very slow device. 7 fps on my machine.

    Dont do this, okay ? It might help you to see the link between things.

    https://www.dropbox.com/s/y3atcsbxfyvzu ... .capx?dl=0

    Thanks for the example, I have to experiment with this, try out old devices and stuff like that.

  • What does it mean when suggestions have no response?

  • >

    > I found that the error only occurs in Internet Explorer 11.

    > In Chrome it works well.

    >

    That... actually helps. I re-created the error, and now see it in English.

    [quote:vvyghmgk]

    Javascript error!

    Object doesn't support property or method 'sign'

    Apparently Internet Explorer doesn't support Math.sign(). At all. This is the kind of thing that makes web developers hate IE.

    This is from MSDN:

    [quote:vvyghmgk]

    Supported in Microsoft Edge (Edge browser). Also supported in Store apps (Microsoft Edge on Windows 10). See Version Information.

    Not supported in the following document modes: Quirks, Internet Explorer 6 standards, Internet Explorer 7 standards, Internet Explorer 8 standards, Internet Explorer 9 standards, Internet Explorer 10 standards, Internet Explorer 11 standards. Not supported in Windows 8.1.

    I'm not really sure what I'm gonna do about that. I'm leaning heavily towards "screw Microsoft and their non-standards-compliant browser".

    Hello! I again have the same error but this time it is in Android 4.2.2.

    Chrome Version: 31.0.1650.59

    Can you do something about it for compatibility?

  • Make 'something' fps independent by using dt is exactly what behaviors (bullet,platform,timers ...) and also 'wait' & and every X seconds do already.

    Same system means same problems when crossing the limits.

    (is 10 fps not a bit to low ?)

    If you want to accurately measure time, use the system expression 'wallclocktime'.

    But even then, you are, well, a little bit screwed. Say it runs at 10 fps. Then 1 tick will be one tenth of a second.

    Or, comparing recent wallclocktime to previous wallclocktime happens every 1/10 of a second. So the error is a average not accumulating dt.

    Still better then an accumulating error each tick, when going lower then 30 fps.

    Sorry if sound confusing.

    But, in the end. It might be better to optimise the game. So it dont run lower then 25 fps. That is the best solution.

    And do you really want to support devices that are not even anymore supported by there manufactures ?

    I think I understand, in my game in many cases I should have used flags instead of time measurement.

    I think I have to take into account devices with android 4.x.x, I suppose these devices might not run the game at 60fps, the amount of devices with android 4.x.x is still great.

  • If I use "wait 1 second" but the game runs very slow on a slow device, the wait time will not be adapted to game time. Then it will wait 1 second even if the game runs slow.

    Yes, and No. Wait is fps independent until the game reaches the minimum fps. Standard the minimum fps = 30 fps.

    You can lower the minimum fps with the system action: system > Set minimum framerate.

    But, if you do so, most position based conditions (is overlapping/on collision) will fail. As explained in the manual:

    Set minimum framerate

    Set the maximum delta-time (dt) value based on a framerate. The default minimum framerate is 30 FPS, meaning the maximum dt is 1 / 30 (= 33ms). If the framerate drops below 30 FPS, dt will still not exceed 1/30. This has the effect of the game going in to slow motion as it drops below the minimum framerate, rather than objects stepping further every frame to keep up the same real-world speed. This helps avoid skipped collisions due to stepping a very large distance every frame.

    In general, everywhere you need the fill in a value in seconds or something/second, this is fps independent by nature. Timer behavior needs input in seconds, so it is fps independent, to the explained limits.

    This is a blow to me, I understand what you say ... I thought that timer behavior would adapt to the speed of the game, now I have my game using timer behavior and I guess it will not work well on slow devices.

    So I guess the best is what someone said before:

    Number of ticks to wait * dt

    60 ticks = 1 second

  • The truth is that I still seems confused after a year, I must clarify that matter of the quotes.

  • If you want to use wait using game speed, just use tick along with it instead of using a flat number.

    Example: Wait (1*dt) meaning wait for a single tick.

    Ah, but measuring the time in ticks is complicated I think.

    Supposedly 60 tick is a second but in a computer that runs the game slowly, I'm not sure that that works well and the wait is 1 second depending on the speed of the game.

    Have you tried it? Sure it works correctly and the time adapts to the speed of execution of the game ?.

    My question was, does the timer behavior work like this?

    I mean the timer behavior does take into account the speed of the game to work.

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  • Hi, I have a misunderstanding with wait.

    If I use "wait 1 second" but the game runs very slow on a slow device, the wait time will not be adapted to game time. Then it will wait 1 second even if the game runs slow.

    Is this so ?, I mean, "wait" is independent of the speed of the game.

    To solutionate this is appropriate to use a timer behavior, am I right?

    I have read the tutorials but I think they do not talk about this.

    https://www.scirra.com/tutorials/56/how-to-use-the-system-wait-action

    https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence/en

  • My game is almost finished.

    I want to make an android version but I would also like to make a PC version and if possible, with ads.

    Is not that possible right now in C2 or yes ?.

    Any tutorial on how to put ads in a PC game?.

    Does anyone know about this?

  • Hi, I suggest that the box of the eraser on a tilemap object does not disappear when you click.

    This happens and then you're not sure where you are erasing.

    In my example I use four tiles to clear, when you click and hold, the mark disappears and can not control well the blanking zone.

    The windows cursor disappears when capture the screen, this has nothing to do with the problem, it is only information if you wonder where the cursor is.

    Here you can see how the dark zone disappears when you click.

    Why disappear ?, I think there is no need for that, should remain visible.

  • So have you checked it?

    Hi, I'm testing.

    The first thing I saw in the system that you use is that you need to know what labels sounds.

    I have many sounds with different labels and can not do such a condition

    if "label1" is playing

    or

    "Label2" is playing

    or

    etc...

    "Label25" is playing

    ...

    So I ask a plugin that allows to know how they are called labels of the sounds are playing.

    I have to check which system serves me.

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PabloDev

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