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  • We've hired an artist for a new project at $70p/h. The artist has a very specific style and has loads of experience in the advertising industry, so that's as high as I would go.

    It sounds like the artist is going to be pretty integral to the game though, so to get her invested in the project I'd recommend a rev share as others have suggested.

  • episuarez if such a scenario happened wouldn't you still have a local backup?

    We use BitBucket with Git Extensions here at Mudvark and also have a local external hard drive with automated daily backups. Git has been integral to Mortar Melon's development - there's been a number of times where it's saved our lives.

  • Awesome man, congrats on the submission! I'll be at IndieCade so I've got my fingers crossed for you :D

  • This should be done using Open Graph image meta tags and I think it's assumed that users will be editing the outputted HTML themselves. I'd recommend adding it after the export then ensuring you don't overwrite the index.html file.

  • Looks like you need to update your device:

    �File not found� error when deploying to Windows Phone 8

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  • Thanks Ashley for the detailed reply.

    10fps is an extreme example to illustrate the problem. A more realistic scenario is when framerate drops to about 20 with a complex level on ARM-based Windows 8 devices.

    What's strange is that it's not erratic physics behaviour, but more a cap on the maximum velocity. I can never get objects to 'teleport' on a low frame-rate because they can never go fast enough. At 10fps the maximum VelocityX I can get is 1000, even if I apply a million.

    Here's a video that should explain better. Each replay is a lower frame-rate (the first is 60, last is 10).

    [TUBE]http://youtu.be/dkP24bdIbJs[/TUBE]

    "I guess we could add a maximum time step for Physics, to be 1/30. So it's framerate independent down to 30 FPS, then slows down the motion beneath that."

    Can I edit the generated source to take a peek at how this affects things?

  • sqiddster framerate dependent works fine, but with a target fps of 30 on mobile devices I don't want everything to be in slow-mo ;)

    Jase00 Interesting, that looks like it could be related.

  • rogueNoodle I thought this was the cause too, but the effect is the same at around 15fps. I also removed the 0.1 dt cap from the generated source to no avail. I also don't see a 'slow-mo' effect, but a decreased force effect instead.

  • Framerate independent :)

  • michael what features are missing from the official object?

  • Hi all,

    This is an issue I've had since the beginning of Mortar Melon dev that I've tried to work around.

    The below image shows the resulting VelocityX after applying a VelocityX of 1900 in a trigger. This works as expected on a higher framerate, but on the lower framerate it caps at just over 1000. This also occurs when applying an impulse or force on a trigger.

    <img src="http://i.imgur.com/NGjTOwZ.jpg" border="0" />

    If I then go and increase 1900 to a much larger number, the cap on velocity stays the same when running at a lower framerate, whilst the higher framerate behaves as expected.

    I previously attributed slight variations in physics forces to being framerate independent and the waverings of delta time. However with a capped velocity I can't see a way to work around this.

    Any thoughts would be much appreciated. Ashley?

  • Ah looking through it seems you want to make some sort of website/game hybrid. As long as the games are the content, and not peripheral to the content, then I guess C2 makes sense.

    I was suggesting Edge as an alternative to C2 for this type of project, though if they are games and not just visual effects, C2 makes sense.

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thehen

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