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  • Pretty cool : )

    Thanks a lot, Ashley! Very helpful : )

  • Yep, that would be very convenient : )

    EDIT: oh, and if you wonder why many are using lerp without fully understanding what it does, the answer is pretty simple.

    (not excusing, explaining > ) You need a path system for your game, you look for tutorials, all of them use lerp. So, you use lerp. And it seems to work ok until you mix it with dt, then bam, we're back at the beginning of this thread!

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  • EDIT: oh new page. We were talking about this:

    Aphrodite I fully understand what you mean, and I don't want to say you're wrong in any way. My brain even think you're very very right.

    But I feel exactly like when I was on the GameMaker studio forums, learning how to script the surface system only to display a very simple shader.

    I can learn that, I learned the surfaces. It's even very interesting and I'm glad I did.

    And I'm sure I'll be interested in learning the lerp, cosp, and exponential formulas as well.

    My point, and again I fully understand it doesn't make any sense for very advanced users, is the "good enough".

    If set for specific actions ("slow" for angle different from "slow" for scale), I'm quite sure it can be done.

    My English being average, maybe smooth wasn't the best word to use, but I'm sure you see what I want to say.

    I had way more control on shaders when using GameMaker. Same on controls, handling, sound, etc... (Penelope started as a GMS project for 4 months).

    But implementing a shader in GM takes one hour. In C2? 30 seconds.

    If your goal is to craft a complete game, speed is the most important parameter, way over perfect control on expressions.

    Damn, it took me 2 freaking years, full time, 7/7, to make the Penelope early access even always looking for the fastest way to do things.

    So, at the end of day, I still think you're very right in your philosophy (learning things for real = way better), but also that both can coexist for maximum noob-friendship and speed.

  • Candid question.

    Let's say 90% of the C2 users love C2 because it's simple, fast, and allow to focus on your game production while a brilliant mind/puppetmaster hides behind the scene. Couldn't something like this make sense to avoid beginner's mistakes with *dt and lerp?

    Most of the users could use these presets, and if in need of more control, switch to the lerp expression.

    When I see how crazy simple some C2 operations can be (the incredible save system, the shaders, the behaviors presets...), I really think it would completely fit with the core C2 audience. Without taking anything from the pros.

    Stupid idea?

  • To end this story, I just made the timescale check everywhere I could in the game: 2 events had a dangerous use of *dt.

    (Too bad you could see their effect in the very first level of the game *cough*)

    Thanks again for your help, much appreciated.

  • Yes, Refeuh is giving the most useful advice here. Apply this kind of hitboxes to your bullets / shots:

  • Oh, and thanks Ashley for the timescale test.

    The game is using timescale a lot BUT on the 2 events which make the game crazy.

    I'm using your idea to be sure the fix will work, thanks again.

  • If you really have to make some small and very fast objects, try "is overlaping -name of the other object, trigger once while true > destroy -name of your fast object-" instead of the classic collision event.

    it solved many of my problems for people playing with a bad framerate.

  • Aphrodite newt Allright, pretty clear in my head now. Thanks again, guys. And also to everyone else who patiently tried to explain : )

    Let's get rid of these useless *dt in some events, and add it where it could be missing or done wrong.

    (I'm editing the 1st post to write the answer in plain text: I was making things wrong.)

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Aurel

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