newt's Recent Forum Activity

  • I thought that was just the pre-loader for C3's setup, and the loader layout was for memory loading.

  • Ok, have fun.

  • Seems like you are describing the orthographic projection mode of the 3d camera.

  • Correct all the behaviors should have dt included.

  • Just don't divide by dt.

  • dt is the time since the last tick.

    So at 60 fps dt is around 16 ms.

    If your framerate drops so does dt.

    If your framerate goes to zero so does dt.

    If your frame rate is halved so is dt.

    Anything times zero = 0

    So if your speed, a value you come up with(in pixels per second), say 60 is multiplied by dt and dt= 0 then the speed will be zero.

    If dt was 0.16 then your speed would be 0.96 pixels per tick, 60 pixels per second in this case.

    To test set a sprite's x to self.x+(speed*dt)

  • What is anything times 0?

    Think about dt being zero.

    Then think about dt when its not.

  • Changing the layouts isn't an issue, you just need to figure out how the persist behavior works, and use global variables, or one of the data type plugs set to be global for your functions.

    An event sheet include is helpful for events you want to continue in multiple layouts.

  • You're asking how to do parts that rely on other parts that you aren't describing.

    Describe the game, not the part you don't know how to do.

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  • The cpu only processes the current layout.

    You can use something like the persist behavior to continue an objects state to another.

    Or use the Global setting.

  • That's not possible.

    One layout at a time.

    One render per tick of the layout viewport.

    Objects that are not in the viewport of the layout may still do things but they are not rendered.

  • There is no camera, there are only layouts.

    Are you trying to show a bunch of layouts running all at once?

    If so then that's not possible.

    You can fake it with some sort of separators in a grid.

    Now if you want some sort of room to room scroll that's a bit different, you would clamp the scroll. There are examples in the tutorial section.

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newt

Member since 12 Nov, 2008

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