Cipriux's Recent Forum Activity

  • ome6a1717 Every x seconds is frame independent post. The problem appear when the framerate is below 10FPS....Construct 2 forces everything to behave like is moving at 10 FPS. So for example if you machine is soooo slow that the game runs at 5 fps...the timescale will slow down so that sprites will not appear to teleport around the screen. For this scenario 1 sec will be sloweed down to 2 seconds.

    Ashley says: "If the game runs *below* 10 FPS, it will start slowing down. At or above 10 FPS it should still run every 1 second if the event says every 1 second. If that's not happening for some reason, share an example."

    So every x seconds will trigger every x+/-dt (I think). It will not happen every 1000 milliseconds exactly...if you want to check for the exact number of ms you can use system.wallclocktime to verify and maybe update your events.

    p.s. Even in Microsoft Visual C# if you put a timer, the smallest precision will be more than 14 ms

    capx example

  • Maybe build an invisible sprite representing the vector and use that for collision check (like a linear tail)

  • ome6a1717 I am not an expert, no need to apologize.

    Hm...I do not understand the way your game is played...but in principle is similar to a pool/billiard game? I mean: the object is moving with a big speed, it has a direction vector.

    I do not know how to overcome this issue. Maybe have some variables to save the last position and compare to the current one, so you can calculate the direction vector...

  • ome6a1717 for speed of 1500 pixels/sec for a performance of 10 FPS the sprite will move 1500*0.1=150px (more or less), so if you have problems with missing collision make you sprite bigger than the jump it makes every tick

    For the other problem of not stopping every time on the same location, you could store the end position in an instance variable and make the sprite snap to the stored position if it passes or is near the desired position.

    Another idea is to use dt to check the performance of the machine so the the final jump to end location look smooother.

    P.S. Bullet behavior uses dt to maintain speed on different FPS.

    preview

    capx

  • Thank you for clarifying this for me !

  • When tried to compile to CocoonJS is says that I must read and agree to the "TERMS OF USE" .

    I must admit, I am not a big fan of reading this legal stuff, since most of the stuff I do not understand...

    But doing a speed reading I came across section 6. License Grant

    From what my english allows me to understand, it says that by uploading to their site I give them the right to own my material as a royalty-free licence , granting them the permission to reproduce, modify, publish...etc

    Anyone else is concerning about this?

    EULA

  • Fervir I am impressed. That game looks like a state of the art. Well done !!! What did you use for the numbers poping from the main character? (or enemies) Sine, physics ?

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  • Not a game, but a simple compass for Android

    <img src="https://dl.dropboxusercontent.com/u/139926126/Portofoliu/icons/compass_screenshot_240x400.png" border="0" />

  • ArcadEd Hm...I didn't know there was no ad network for BB10. Never heard of any. I guess that's why never read any topic about them here on scirra :)

    Thanks again !

  • ArcadEd Thank you for this tutorial and the GUI. what is the easiest way to put ads in Blackberry? I'm only familiar with android ads and cocoonjs plugin.

  • themachine I think the problem is with the Browser.ExecJS actions. If you search the manual at the Browser plugin you will see that is dangerous and unstable to inject JS functions .Browser object

    Maybe use 3-rd party plugin ...like: Call JavaScript or FunctionExt

    I never try them becouse are to complicated for me

  • NO answer from happyhardik .

    Can html5 games be downloaded with a web grabber? I mean...is it safe to post a link to my games without worrying of being downloaded ?

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Cipriux

Member since 27 Feb, 2013

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