LeKinkss's Recent Forum Activity

  • I try to make like a sonar top down game.

    So when i shoot with a bullet on a wall, i would like to show only the part of the sprite touched by the bullet. Like if the hit is making a 120x120 pixels on the wall. I want only that 120x120 pixel shown.

    Thx

    Tagged:

  • I had a similar problem just recently with one of my test projects.

    My project had players walking faster on 144fps monitors compared to 60fps monitors, so I used the "Every X seconds" action to cap how many times per second it can run.

    For example:

    This action is running 60 times per second.

    1 / 60 = 0.0166..

    I'd suggest using this and making your actions work how you want at 60fps, then they should work just as well at 144fps.

    we.tl/t-0T7qv3bKWv

    if you want to figure it out... i am down... i hate this system. Why it can be simple ?

  • I had a similar problem just recently with one of my test projects.

    My project had players walking faster on 144fps monitors compared to 60fps monitors, so I used the "Every X seconds" action to cap how many times per second it can run.

    For example:

    This action is running 60 times per second.

    1 / 60 = 0.0166..

    I'd suggest using this and making your actions work how you want at 60fps, then they should work just as well at 144fps.

    doesnt work.. i dont know what can i do...

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  • > > My shortcut is to take whatever number you had before, and multiply it by dt and your development environment framerate. So ((value)*dt*144).

    >

    > How does your formula differ from Ashley's (simply multiply amount by dt)? Like, what is it supposed to do differently? Genuinely asking.

    Lets say your original value was 10. The object will move 10 pixels every frame. If your computer runs at 60 fps, your desired result would be that it moves 600 pixels over 1 second. However, this is framerate dependent. If the client runs at 30 fps, it would only move 300 pixels over the same amount of time. At 120 fps, it would move 1200 pixels in one second.

    dt is the actual time passed between frames. Generally speaking this will add up to 1 over the course of 1 second. So taking your original value and multiplying it by dt, 10*dt, would give you the result that the object would move 10 pixels over one second, regardless of the fps. This is a big difference from your original goal of 600 pixels at 60 fps.

    So you multiply it once again by your development/target fps - If the 10 value originally looked ok to you, and you're developing at 60 fps, your goal would be for your object to move 600 pixels over 1 second, so you multiply 10*dt*60. If you were originally developing at 120fps, and 10 looked right to you, the object had originally moved 1200 pixels in 1 second, thus you want 10*dt*120.

    The object will then always move either 600 pixels over 1 second, or 1200 pixels over 1 second regardless of the frame rate, but it depends on what you were targeting in the first place. That is why you multiply by your development framerate.

    It doesnt work.. When i run my game on a 60 fps screen computer. My player jump is lower than at 144 fps. even with putting the development frame

    if u can help me please : this is the project : we.tl/t-0T7qv3bKWv

  • Create a variable that tracks each enemy on screen. If that variable is 0 summon the next wave.

    Check out the tutorial:

    https://youtu.be/JFRZGfCyC3o

    it works but i want to make a specific spawn. How can i add multiple values of random ? Or how i can do with multiple sprites spawners ?

  • Hey !

    So i want to make a wave system on a different spawners at random and set a X number of monsters to spawn on wave 1, then wave 2.

    I want that all monsters from wave 1 are dead to start the wave 2.

    The problem is that i need to put outside of layout a monster, already destroy on start of layout. If i dont do this, when it spawns, he goes away, disapear frame 1.

    I want that my global var when reaches 0, start wave 2.

    How can i do please ?

    Tagged:

  • My shortcut is to take whatever number you had before, and multiply it by dt and your development environment framerate. So ((value)*dt*144).

    with this thing according to framerate. My character dont jump at all :/

  • > My shortcut is to take whatever number you had before, and multiply it by dt and your development environment framerate. So ((value)*dt*144).

    How does your formula differ from Ashley's (simply multiply amount by dt)? Like, what is it supposed to do differently? Genuinely asking.

    I dont know x)

    my thing is the same. But while running at 60 fps. The character dont jump enough high

  • So my character is not jumping at the same high if my screen is 60 fps or 144 fps.

    Thats why i used delta time at first.

    what can i do ?

    This event didnt work at 60 fps but works at 144 :/

  • It's the same calculation as described in the tutorial delta-time and framerate independence. In general adding something like 100 * dt will do the job, and increment at 100 per second regardless of the framerate.

    hey ! so when the game runs at 60 fps, my character dont jump at the same high than at 144 fps..

    and cant perform an other action with " s down + space pressed "

  • Hey !

    So, i got something really weird.

    Sometimes my controller is recognized as id 0 and sometimes id 1 for any reason...

    One day and another day its different. When i build the game, the exe works fine with controller but sometimes not in editor.

    Is it because of firefox, chrome ?

    Can i do something who get the ID 0 and 1 at the same time on construct ?

  • I prefer to not mess with your code as it looks already very detailed, instead I made an example file with the lerp method, and sine behavior for the rings with grid accurate movement :

    https://drive.google.com/file/d/1rPMGTzKkj-CLR1s7wsYTbTqDoTtI8v_u/view?usp=sharing

    I didn't implement plateforming in this example, free to you to adapt this to your project, but it works the way you're looking for ~

    Thanks a lot ! i dont know how to implement that into my game. I dont know how to create a specific grid based on my game but i will try.

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LeKinkss

Member since 22 Apr, 2020

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