Unconnected's Recent Forum Activity

  • I didn't see that forum. I often forget the technical term of what I am looking up. I was looking for sprite images instead of spritesheet... I change the title to spritesheet and removed sprite images. I will however leave sprite images in the post a few times as a tag. Thanks for the time. I will post the answer here so others don't have to look through and read it all.

    13 days ago from the posting of this post Ashley said.

    "An upcoming release groups objects on to spritesheets according to those which are used together on layouts, which is aimed at solving exactly this. However with a couple of projects I tested, it didn't seem to make a big difference to memory usage, which I think indicates it's not a major problem.

    I don't think Kiwi Story is a very good example, because it's pretty tiny in terms of memory usage - only around 20mb or so. This is small enough that it's probably better to group as much as possible on to the fewest number of spritesheets, to get the maximum performance. It's only really important for scalability, when you have games which use hundreds of megabytes of image memory."

  • In C2 I know when you exported a project it would put sprites on a larger image to help with memory.

    Say I have two layouts and each layout has it's own unique sprites with a few in common.

    When exporting in C3 will unique sprites for both layouts appear on the same sprite images or will each layout have it's own sprite images? Will the common sprites be on their own or on both?

    I am asking because I would like to prevent mixing sprites for layout1 and layout2 on a sprite image if they are unique to the layout. No point in having them loaded into memory if they are not being used.

  • Anyway to add Paypal to a game easily? I tried to look it up, but received old posts with broken links.

    I am making a game for Android that will eventually be exported to my website. I am unable to add it to my website now, because of limited website performance. I don't know if it is against Android ToS or not. I will check when the time comes to implement it.

    I am not using it so users can buy things. I don't have a server to do that anyway. I will be using it for donations.

    Rarely users will be able donate to me to help get hardware or software for improvements to the games or websites.

    Mostly I would have a charity listed or NPC in my game that would allow users to donate directly to the selected charity.

    I will always be clear on how the process works to the users. I will be sure to give them a Paypal receipt and a notice if they can write off the donation or not. I understand if there isn't a way because it would be easy to abuse it.

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  • I don't know that either.

    I just thought it didn't work.

    I have been just copying local c3p to make backups.

  • I can't open local c3p files in r108.2 beta....

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  • I have actually read it a few times before.

    I know more than I did last time I read it.

    It answered most of the questions.

    I now understand dt*60 isn't the right one to use and that *dt is.

    I must have read bad posts before.

    It also helped me figure out an issue.

    I had a variable set to X* 0.015 * dt.

    0.015 originally was per tick and not per second.

    So it was working, but to small to notice..

    I multiplied it by 60 and it is now X*0.9*dt and is working fine.

    Also I used the variable somewhere else and had *dt.

    Delta was built into the variable to start with.

    It was then applying dt twice, causing it to look like it wasn't working.

    Thanks.

  • I know dt is regarding FPS.

    I know 60 is the target fps for the system.

    dt*60 -is used to take FPS into consideration.

    The system doesn't always have 60 FPS.

    Why dt*60 and not dt*fps?

    I have an idea why, but I am missing something...

    dt*fps would seemingly get stuck in a feed back loop, but not sure.

    I noticed in some cases *dt*60 doesn't work.

    An example would be on setting a layer angle and layer scale.

    When I use 1*dt*60 it happens instantly, I had to use 1*dt to get results.

    Why is this?

    Does timescale affect FPS?

    I always show 60 FPS, but TimeScale 2.0 would make a second last half a second in real world time.

    System would show 60fps regardless.

    So would TimeScale 2.0 have FPS of 120 in real world time, or is it still 60?

    I recently had a timescale issue.

    An object would move when system timescale was set to 0.

    I originally adjusted timescale of the object, but found it didn't work for an Instance variable (Adjusted Every Tick).

    Some older posts suggested

    Self.X -11 *dt*60

    It said the formula adjusts to timescale and to fps, it does I tested it.

    This implies TimeScale of 2 would do 120 ticks per real world second, correct?

    I tested

    Self.X - (11 * timescale)

    It doesn't adjust based off of FPS it seems.

    Also...

    Since on the topic of TimeScale/DT/FrameRate

    I saw

    "Set Minimum FrameRate"

    in C3.. What does this do?

    I didn't understand it in manual.

    Kind of seems like I answered most of my questions.

    Can someone correct if I am wrong or confirm if I am right.

    P.S.

    If timescale formula answer is different for C3 than I would like to know it too.

    I expect it to be the same, but a new expression or something may have been added.

  • Works great!

    I am curious if you can break the formulas down a bit.

    I am not to familiar with Java Script input.

    Set unixDate

    Browser.ExecJS("new Date('" & textDate & "').getTime() / 1000")

    Please tell what the formula is doing.

    I can only assume it is translating textDate into Unix.

    If so is it the date only or does it include the time?

    Why divide by 1000?

    set difference

    int(unixDate-(unixtime/1000))

    Why divide by 1000?

  • Old post, but am glad I found this. It is still relevant.

    I forgot about 'System - Pick all'

    It allowed me to remove a lot of extra events and variables.

    Thanks Wertle

  • Thanks for the update.

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Unconnected

Member since 6 Apr, 2016

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