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  • This is quite easy to do, but you'll need to familiarize yourself with how to control effects from within event sheets - please take a look at this thread which points to using the Set Color effect, and there are some good words in the manual to cover what you need to think about when using them.

    As for varying the color, you'll need to change the Set Color parameters in events via the System. So... add the effect to your sprite and then you will be able to edit the effect parameters as required.

  • Ashley calebbennetts,

    I updated my post above - I corrected my calculations and have to conclude that Newtonian equations should be used if consistent results are to be experienced across different browser refresh rates and with variations in dt....

    For anyone who's interested - here's a copy of the spreadsheet.

  • The kinematic equation (d = v * t + 1/2 * a * t^2) assumes the acceleration keeps increasing throughout the given time t. So for example if you have a car that starts at a given speed and keeps a steady acceleration, this will tell you how far it will travel in say 30 seconds.

    Using this analogy I some quick maths (using Excel) to see which equation would be most reliable. For a car accelerating at 2 m/s^2 from an initial speed of zero for 30 secs, with a 1.0 sec sample (dt) period, the final displacements are:

    Using Platform Equation: 930m

    Using Incremental Newtonian Equation: 900m

    If the sample period is changed to 0.5 sec (ie analogous to using a 120 Hz monitor instead of a 60 Hz monitor) then we get the following answers:

    Using Platform Equation: 915m

    Using Incremental Newtonian Equation: 900m

    If the dt is changed to 2 sec (ie analogous to using a 30 Hz refresh rate) then we get the following answers:

    Using Platform Equation: 960m

    Using Incremental Newtonian Equation: 900m

    Conclusion (Revised) -

    The Newtonian equations work, whereas the equation used in the Platform Behaviour produces inconsistent results.

    Edited to correct some poor public maths...

  • Wrong forum?

  • Awesome - thank you for this!!!

  • Yes, of course this is a good idea!

    Who would be responsible for the maintenance of the plugin?

  • Don't modify the Wait action, TheRealDannyyy, because it doesn't make an incremental transformation over time.

  • Search for "Global Layers" in the manual. There are also global objects - which are described in the manual as well - but the global layers will be better suited to what you describe.

  • Is it required to make these changes to each one of my movement based events, to get my games to work fine on high HZ monitors?

    I honestly thought that things like these would be handled by the engine itself and not by the user, if that's the case.

    This depends on how your movement bases events work. If you're using Custom Movement, Physics or the Bullet behaviour then you probably don't need to change any of your events. However, if you are setting speed changes over a number of ticks then you will need to consider how many of those ticks will happen in a second (ie use dt) so that the player experiences the same effect on different monitors.

  • We've all been there! Glad it seems to work now.

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  • I think your maths is incorrect, which is probably the cause of you seeing what you're not expecting.

    For example, if you run the following event every tick:

    Object.Y = Object.Y + dt * 5

    Then, after one second, the Object will have moved down 5 pixels (which is, I think, what you want to happen in your example).

    In your equation, by multiplying dt by 1/dt (ie MonitorHz = 1/dt) then your movement becomes framerate dependent because the Object will move 5 pixels per tick.

  • apeisa - you listed some real classics there!

    I was also unable to get the platform behaviour to work with the multiplayer plugin, and I don't expect that bug to get fixed any time soon (ie not before and probably not soon after c3 is released) so I am using a version of the data-sync technique used in that example you linked to. It's quite a good and simple concept, and works well for my game so far. I'm trying to be smart with the amount of data that gets shared between players - limited to game-play data like positional and velocity info, tilemap changes, bullet spawn, etc. This data is all necessary, but I have elected to not share floats (only integer numbers), with each field of the data being placed into a Dictionary json for sharing (as array jsons within the dictionary json).

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Colludium

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