Ashley's Recent Forum Activity

  • Yep, and I used it, so the pages are all copied

  • I'm not sure. Posting a .cap file might help.

  • You're now editored!

  • I've thought about this idea and it's interesting... one thing I'm sure of, is that the logic rate should never be less than the display rate. If this happens, eventually you end up drawing the screen with no logic runs in between, which results in an uneven display. Your example uses 60 - my refresh rate is 75 Hz so this would be happening for me. I noticed the scrolling seemed to be jittering side to side constantly, maybe that's a side effect of that.

    Next problem is that you might get uneven logic runs - alternating 1 and 2 logic runs per display means you'd move twice as far in one display than the next - but I guess we can live with that, since everything is pixel perfect precision. V-synced display is not perfect in windowed mode - it's much more reliable in fullscreen - so V-synced windowed games tend to 'drop' a frame (ie. miss a V-sync) every now and then. This could explain the logic running a lot to catch up when the next tick runs.

    So it's a nice way to go about coding things - the only catch is if this is to be built in to the runtime, it can't distinguish movement code so would have to run the entire event list every logic execution. This might be OK I guess, but it might also use a lot of unecessary CPU. I would prefer to avoid using a trigger like 'On logic execution', because it won't integrate nicely with other features (ie. in theory it should be able to easily switch between a timedelta'd platform engine to a fixed rate logic platform engine without recoding the whole thing). If a 'fixed rate logic' mode was enabled, combined with 'override timedelta' (so timedelta is constant), this would achieve a similar thing, but at the expense of running the entire event list.

    Your engine looks pretty good at the moment - you might find it more convenient to simply put all the movement code as a subevent to a single trigger (saves repeating the condition all the time). Also, the Function object does what you're trying to do with fastloops (a one-run fastloop is effectively a function). And as mentioned, you probably want to boost this to at least 120fps logic.

    So really for a pixel-perfect engine which is as efficient as possible, you've hit on the right way to do it already! It can be done entirely with events. Do you think it should still be a built in feature, at the expense of running the entire event list?

  • Sign up to the Wiki and I can then assign you Editor!

  • Yeah, it's a limitation on all keyboards. You have to live with it. It's in the hardware.

  • Looks like you're the first

  • I did have a look at this, really nicely produced so far, good stuff

  • I think I've heard of this bug before. Removing a behavior does not immediately remove references in the event sheet editor to that behavior. To update the event sheet editor, simply open the event sheet editor (or close and reopen all event sheets that might refer to the object), and they'll all update themselves, getting rid of references to the behavior. It should run fine after that.

    It's a known bug on our todo list.

  • SourceForge should be a reliable host - they've hosted our release files with unlimited bandwidth and good download speeds forever. There's also a new getting started page and the Tutorials page is well-mentioned - but we only have one tutorial (in two formats) at the moment.

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  • You probably want to use the 'For' loop in the system object's conditions. To be honest, considering there are so few columns, you may as well only have a Y loop. I'd do something like this:

    + For "y" from 0 to array_size_y

    -> Insert new list item

    -> Set item texts using (0,loopindex("y")) etc

  • Hahahah yeah the scary thing is that he kinda looks like me...

    I thought it might've actually been you for a bit... hehe...

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Ashley

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