KaMiZoTo's Recent Forum Activity

  • Ok, I've made a little trick to avoid the issue. Here is a CAPX :

    https://dl.dropboxusercontent.com/u/13847313/Scirra/DeltaTime120fps.capx

    I DON'T KNOW IF IT'S A WORKING TEMPORARY SOLUTION as I'm a completly noob about that kind of technical stuff.

    The idea is to change a simple

    'EVERY 1 SECOND' or 'EVERY 60*dt SECOND'

    by

    'EVERY (1*variable)*dt SECOND'

    We change the variable depending on the fps.

    On my example, the sprite jumps every 1 second with 60hz or 120hz.

    But perhaps my trick has downsides. I don't know.

  • I've just tested CoinOp Story on a 120hz screen -> broken!

    Every timed stuff are divided by 2 : wait time, time between 2 actions...Etc

    Some events don't even launch.

    And everything is set up with DT.

    So I tried a little test with a simple object that jump every 1 second.

    On 120hz : it jumps every 1 second.

    If I set it to 60*dt, it jumps every 0.5s.

    So using DT is useful for a game under 60 fps but is an issue upper 60 fps. Am I correct ?

    We probably need a way to block the fps to 60.

  • robin Sommer The problem with scaling shake is that its awful on a low resolution game set in low quality fullscreen. That's why I was wondering if there was another trick (without zoom) or a shader.

    Tokinsom As you said, scale is not adapted to low res game.

    alvarop I'm not 100% sure but I think I tried it and it had the same issue. I will try again to be certain.

    EDIT: I've just tried it again. Same problem with borders (It can only shake thanks to the zoom deviation parameter. But if you set it to 0, no more shake...)

  • zenox98 The built-in cam shake of the scroll to behavior doesn't work when your camera is against 2 or more borders of the layout. So if you create a 640x480 game room in a 640x480 layout, the cam shake is impossible.

  • Hello,

    I don't know if the effect exist, but could it be possible to create a shader (or something), with customizable parameters, to simulate a camera shake 'of the screen' and not of the actual game camera (which is contraint by the level borders).

    That way, we could do a camera shake even if the level fits one screen with the borders!

    One way would be to copy and past the actual screen by a few pixels in every direction and filling the empty spaces with black color.

    Or perhaps there's another way to achieve a camera shake inside a bordered one screen room (and without zoom tricks); I would love to know!

  • CoinOp Story, the power of the Jamma!

  • In my personal opinion (as a non programmer), C2 has the best visual and intuitive interface/coding system for creating a game. THE BEST.

    I tried to move to unity or gamemaker or whaterver. But the result is the same: I'm not a coder and only C2 gives me "Magical powers".

    So I would love to keep C2 as my main game creation tool but it has a weak point and a serious one if you want to do cormmercial products : the exporters. (with all the issues we can read for months)

    I don't know if we can imagine 'solid native exporters' for every platforms (even consoles). I would be ok to buy the option for each exporter even hundred dollars (like the other engines do).

    But Ashley said it would be too difficult to maintain.

    "I WANT TO BELIEVE" anyway.

  • Well, right now, my platform game 'CoinOp Story' has 3253 events. My code is not very optimised and the game isn't finished. It will probably do 4000/4500 events when finished.

    Rable 23015 events?! OMG!!!

  • CoinOp Story third area.

    https://vine.co/v/OgYzLZZ5eZH

  • helena Thank you!

    Yes, you can use any gamepad compatible with Chrome I presume.

    I use my xbox 360 and my xbox One pads.( On the demo, you can only move with the stick. I've implemented the crosspad later.)

    Perhaps your gamepad don't have an analogic stick. (in that case, you will have to wait for the final game)

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  • Hey Tokinsom

    The 'reset persisted objetcs' is my fault.

    It was needed to be able to "quit a game" (with persistant objs) to main menu and then "Start a new game". (so the objs get their original stats)

  • Ho well, its movement was strange. I think it should'nt go higher than the top floor so the hero doesn't hit the roof and fall down. And when I get out of the elevator and it is higher than the ground, sometimes it automatiquely goes down to the ground level; sometimes it stays in the air until I get close to it again.

    I don't know if I'm really clear. ^^

    Perhaps it could be easier (and for the player too) to have the elevator always going up and down with a little pause at each level. (so the player doesn't have to control it)

    But it can be boring for more than one floor situations.

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KaMiZoTo

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