NetOne's Recent Forum Activity

  • Just to add, you can count objects that exist in a layout using object count. may be better than adding 1 to a variable when they get killed. (note you cant count them if there are none there so you need to do something like if enemy count is >= 1 , else go to next level)

  • if setting the test to enemy killed >=10 worked then that means your logic is not working correctly as you should never have more than 10 enemies killed.

    its hard to tell without seeing code but it probably means that sometimes your enemies are loosing full health exactly the same time as they are at the end of the path so you are getting 2 added to the enemy killed variable.

    test the enemy killed variable and track when it goes >10

  • thanks oosyrag yes that is what I was trying to say :(

    Ashley

    oh, ok , I will file a bug then.

  • Fengist

    "you're going to have to create more intermediate frames for the animation to make it look smooth"

    yea that is the point I am badly trying to make. You cannot currently have more tha 60FPS (animation) when the game is running 1x timescale.

    so if the game is running 1/60x timescale you cannot have more than 1FPS (animation)

  • tunepunk

    If you want smooth animations ....

    yea totally agree im just saying there may be situations where you might want/need to take advantage of a higher than 60 FPS animation.

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  • Ashley

    Slowing down the game will make animations run slower, not faster, right? So the cap wouldn't be a problem.

    Yea that is the issue, the animations will run slower so the 60 FPS animation cap then becomes an issue.

    if the game is running at 1/60 timescale then animation will be running at 1 frame per second. and you cant currently make the animation run faster than that (unless you give it its own dt).

    There is no fixed cap, it's just at the moment sprites don't advance more than one animation frame per tick. On a 120Hz display that means you can run animations at 120FPS.

    There is definitely a cap of 60 FPS in the animations editor. (which I am assuming is (game) frame-rate independent but it sound like you are saying it is not?)

  • I've just realised that animations are set in frames per second and locked to maximum 60 FPS in construct 3

    in normal cases I suppose you would have to be a masochist to want to animate above 60FPS in 2D

    however if you had a game with an extreme slowdown feature you might want more than 60FPS on some key aspects to avoid choppy animation in the slow-mo phases.

    and, as discussed elsewhere, as higher than 60FPS frame-rate hardware is becoming more common some users may want above 60 FPS animations for ultra smooth animations. (especially as you can get something like Spriter to chuck out the frames for you.(assuming it will output more than 60FPS)

    so may be worth increasing the FPS cap on animations.

    Ashley just throwing it out there

  • I always just paste under the relevant event then drag it to sub event (i think that is what you are saying you do as well.)

    never thought its that much hassle but are you saying there is a way to paste directly as sub event ??

    ive just tried now and still cant see how?

  • So it dosent matter how many family members there are? You can have 1000 members of each family and when you do a family to family check, if there are no instances of a family member in the layout that family member wont be included in the check?

  • Wow, cheers guys. It sounds brilliant, in an evil genius type of way, im sure it will be everywhere before we know it maybe even in some new consoles as well. Just as society gets a handle on loot box gambling and pay to play / win micro-transactions there will be this....

    .... so horribly dystopian....Count me out for sure...

  • Just throwing this into the mix

    This guy did split screen VR in C2 without any plug ins. Totally mind blowing.

    construct.net/en/forum/construct-2/your-construct-creations-23/3d-vr-demo-without-plugins-138084

  • Can someone please explain to me what this is about and how it works.

    The best I can figure out is

    1) it is a cryptocurrency

    2) it is the first HTML based block-chain cryptocurrency

    3) part of its block chain workflow will be based on HTML5 gaming.

    Can anyone elaborate on that?

    Is it something that we HTML5 game developers should be getting clued up about.

    Can it use Construct games etc?

    There is a developer tab but it is way beyond me.

    egretia.io

    I have also found this article

    cointrust.com/market-news/worlds-first-html5-blockchain-egretia-gains-20-on-airdrop-bonus-biup-listing

    note I have nothing to do with this crypto it just ticked those HTML5 and gaming boxes so I though it might be of interest.

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NetOne

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