newt's Forum Posts

  • set animation to "Muzzle "&int(random(1,3)))

  • Well it may need longer for somethings.

    For example the browser object trigger on re-sized needs a wait longer than 0.10 to get the new size.

  • You can do that already. There's the system expression tickcount. Just store tickcount to a variable in the affected event and then check for tickcount + 1 (or + n)

    Edit: Of course you would check for

    tickcount = variable + n

    Like compare variable=tickcount+ n, do stuff?

    Yeah, I'm way to lazy for that.

  • Im having to use Wait a lot to allow the engine to update.

    The thing is its difficult to know how long it should wait.

    I know I just need a tick, but a tick can vary over different platforms, hardware, etc.

    I've tried wait dt, but that doesn't give it quite enough time, and you most definitely don't want to wait longer than a tick if you can.

    Anyway my suggestion would be either a new expression for the time it would take to update, IE a tick, or an addition to the system wait that works the same way.

  • I would wonder if its not at all possible to sue them for the difference.

    I mean contractually the law usually tries to at least make both ends of the equation equal.

    Do you think they provide $500's worth of service?

  • Oh man, your post is beautiful. You were in my mind, and answered everything I needed to know!

    Thanks a billion for your time. And for THAT PRETTY WALL. :)

    One last question if you don't mind, can you flush the memory with C2? I mean, how do you handle textures loadings/unloads? You can say at the end of a layout "delete textures" and it will automaticaly load the needed next ones?

    ------

    BONUS!

    ------

    " 19. C2 IDE is less stable then GMS IDE. " Yeaaaah, I've seen that! Four IDE crashes in one night! Ol?!

    Right now if the app is webgl enabled it is done per layout.

    If you are loading textures via url it will be by the browsers garbage disposal.

  • There are a few caveats for memory management(most of those are for mobile), but otherwise everything is doable.

  • No its not a great starting place, but for an established game, as in one that has reached saturation for its market, it can be a way to get a little more.

    An extra source of income that you wouldn't have otherwise.

  • You know how sometimes a web page will display its text differently than usual? That's usually because the css didn't load correctly. Could be something like that is happening here.

  • True, there's a few things you can do to get the logic, including conditionals, "regex", and even logic operators &, and |(which don't seem to work correctly, even though you can use them), but those don't work very well for picking.

    No idea how to do regex. lol

  • The main issue is you cant do a&b or b&c.

  • tulamide

    Answered. :)

    Also Joejoe I hope you're not working in IE apparently most of the fx are broken.

  • Dt is a system expression for delta time, or the time since the last tick.

    Used here to keep the interpolation synced with the current frame rate.

    The 60 would get you about 60 frames per second... that's a huge approximation tho...

    Also there is a self, but it would be self.AnimationFrame, and self.AnimationFrameCount

  • I have no idea if there is a cap, but my point is: even if there was you wouldn't see a difference after 60fps.

    You could always do the animation by events, and do something like set frame to lerp(self.frame,self.frame.count,60*dt)

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  • Sorry, no there will probably always be some misc files, dlls etc. separate.

    I meant a third party installer. There are literally hundreds to choose from.

    To be honest I wish the Node-Webkit exporter didn't do the zip thing.

    I'd prefer to make the manifest myself.