Aphrodite's Forum Posts

  • Aphrodite

    I'm not sure how to relay this. As far as I know as soon as an Object is created. The ES following the creation of the object directly refer to the newly created object. You can also use OnCreated Event for an object for doing that pick.

    However, you are right on a few occasions I create an object but needed to SOL Pick the object immediately. I'm not sure how to convey this issue, but I'll think about.

    The thing is that currently, doing this:

    destroys the already present sprites but not the newly created one (aka it is not picked)

    than this:

    destroys all of them (it is picked too)

    Then finally:

    Destroys all of them (it is picked by the pick by UID, which is Direct)

    Where all should act the same way (destroy them all)

  • there are two little thingies I see in the post (nothing big)

    "In December 2014" well it is in january 2015 (I guess a copy paste too quick)

    "As an added bonus, here is a list of the former "What you may have missed" posts for the year." there is december (which was not on the 2015 year, unless you meant to post all the 2014 ones, it seems you do it generally at some point, could be wrong though).

    "Beta users, please provide feedback to Ashley, he's planning on releasing a stable release ASAP but needs feedback first." feels also off as the current release is stable, and I think was out some days ago.

    However those are just little things, I love your recap' posts of the month, they are really awesome.

  • Did it yesterday, forgot to post.

  • agreed, links ro the manual should not be blocked, as it can be useful.

  • Chrome mobile has sound decoding issues on android IIRC

    https://code.google.com/p/chromium/issu ... ?id=424174

    may be related.

  • I still think this is the expected behavior of C2 since it recalculates every frame, not constantly (which implies it is innacurate to an extend), however Ashley could explain it if that is not the case.

    I do not remember the exact chrome command to break v sync so the frame rate can go very high, if you find it and test it, and that the result is better, that would give one information valkdating my version of the fact.

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  • Framerate is also indeed definitely to be considered and could easily explain why things don't appear aligned properly. The animation shows a major error though, I'm still suspicious... I'll check the .capx if I get the chance !

    Though I disagree with the following statement : "summing up dt will make it add 1 every second" ; I would correct to "summing up dt will make it add ~1 every second" with "~1" being "approximately 1, i.e. 1.0+epsilon", as inaccuracy will accumulate over time.

    I will agree that it does not reproduce on a case where dt is not a fixed number with 1/dt being an integer. it is a general rule, however I think the time expression actually can be used if you need a more accurate way too Somebody

  • I did not added this as I am not sure it has its place (it seems unfixable in C2 IIRC and was introduced to prevent crashes as far as I read)

    correcting the "pick just created instances in sub events", this bug is plain annoying, and has confused also people in the past in believing that events are not read one after another.

  • "The definition of dt is not to accumulate exactly to 1.0 over 1 sec ; it is to represent the time elapsed since the last frame, and one doesn't guarantee the other."

    actually it is also this, except that if you unfortunattelly remember that the time between two frames is not only variying slightly and that it alsomakes the game only refresh when the screen refreshes, basically, there is no rouding accumulating errors in that case (at least in the first), I would suspect more that the rendering (recalculating) does not happen at the right time you need it, the last frame, it was not at the good angle, the frame after that, it already went too far.

    summing up dt will make it add 1 every second at a timescale of 1 (it is the side definition of dt, as it is in seconds per frames), but remember that the game only calculate every frame, so timing cannot be more precise to the point it happens between two ticks.

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  • xavy027 Using On Collision is the exact same as Is X Overlapping + Trigger Once.

    Sure is X overllaping

    was meant to mean is NOT (red cross)overlapping, not is objectX overllaping.

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  • not really, that is why there is only one function object that you can add in a project.

  • outside of the array, the value is 0 no matter what. No crashes or anything, you will just read 0 and if you change it, nothing will happen, still 0.