EpicRaid's Forum Posts

  • Funny enough I tried (dt*12000) before, I figured it would be necessary otherwise the calculation would do different things.

    Now with that (dt*12000) the turning is smoother, however it still turns very fast. It does seem to be smoothed though, it's just that it makes its turn within a blink of an eye. Ah yes, it also does a weird rotation around its own axis just before it heads to a waypoint. Also happens in the blink of an eye.

    I'm not sure what the framerates are on my devices, can I add a code for that in Construct? Anyway, I used to have a 6 year old PC, which at the time was already made out of second hand parts mostly. At that time I used a 60hz monitor, currently using a 144hz one with a very fast all new parts PC, built it about 9 months ago.

    As for the game, when I run it on that new PC, in debug preview it says I get 140-144 fps. It seems that the engine is limited to what your monitor can render?

  • Dang! That's a long time. I can't imagine myself making a game for 3,5 years. I don't think I wouldn't have the mental stamina for that. I'm sure that, there were moments were you worked more, and at other moments less on your games.

    Currently, I'm working on two projects that I set up two years ago. One of them was nearly finished at the time. Fortunately I have enough time every week to work on projects; I can work on them for a good 3-4 whole days if I want to.

    I'd love to work on a project that's a bit bigger though. I notice I'm a bit afraid the end result won't be satisfying and hours will be wasted. I just wish I could work on projects every day, the whole day. But don't we all.. :D

    I'm bursting with ideas every week. Often inspired by old DOS/early Windows games as well. I come across a game that I never seen before, and then I ask myself; I wonder if I can make something like that.. I work on it for a bunch of hours, but then I realize the scope of the project and how much effort it will take to finish a product that you are unsure if anyone will want to play it.

    Do you think Itch.io would be a good platform to 'test the waters'? Other than here?

  • Hey thanks, don't we need the ( ) characters for this somewhere in the code though?

    Anyway, after some testing;

    Self.Bullet.Speed/dt*12000 Is the part that makes the car turn 'instantly' - there's no smooth movement at all. Lowering it to for example dt*200 or dt*2000 doesn't appear to make any difference. 200 without the dt* part worked.

    Since I've got little experience with this, how should I proceed?

  • Hey there,

    I was wondering if there is any way to check if the music I purchased is 'original'?

    I understand that it might be difficult to check this, but it's something I want to be sure about before submitting my games to publishers. I wouldn't want to get into trouble finding out the music I purchased on the asset store was stolen from somewhere else or otherwise illegally sold.

    Or how do you guys deal with music (and possibly the same goes for sound effects) is there any way I can run it through a database or something? I can think of only two reliable ways to make sure you get legal music; someone created it for you specifically or use music that is free to the public. Personally, getting customized tracks doesn't seem feasible financially, and public domain music, well, everyone's already using that.

    Otherwise, what trouble could I be in if the music appears to stolen etc? Would a receipt of the Asset Store suffice to prove your innocence?

    Thanks!

    Tagged:

  • Thanks for your replies.

    oosyrag OK I changed '200' to 'dt*12000', I now have: Self.Bullet.Speed/dt*12000

    But it rotates almost instantly, so it's way too fast.

    Or does changing the other lines' lerp code (line 75 & 77) influence line 79?

    BadMario So used lerp(Self.BulletSpeed,600,1-0.1^dt) as you said, it accepts that line, but should it be exactly like that or did you mean that the 1-0.1^dt part is variable and you posted an example? So that it could be ranging from 1 to 0.1? And shouldn't it be 1-0.1*dt instead of 1-0.1^dt?

    I'm a bit puzzled by all of this. Sometimes it feels like I just don't seem to be able to understand code that's beyond a basic to intermediate level. I love making games but sometimes I have my doubts!

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  • Hey, no problem. How long did you work on this game? You are right that focus is important if you want to get results.

    I've got way too many ideas, too much excitement and too little time. I've got dozens of A4 papers with ideas that I drawed out that I'd like to work on..!

  • It seems like a simple thing to do, but I believe you.

    I'm just glad we got a response. The big question is though, is it going to be changed?

    They should surely hire someone to assist you with your tasks, it seems you've got a long list of work to do.

  • Thanks for your reply.

    Someone made this lerp code for me a long time ago. I wasn't sure what all of that line of code 'meant' at the time, heck, still not even sure yet what the delta time part is for. But will the behavior change if I remove the dt*6 part? Or can I swap that part with something else (wouldn't know what though)?

  • I tried both of these approaches in detail but they didn't end up working. SDo you have any other suggestions?

    Maybe you didn't code it correctly, if you can post another screenshot. I'm no expert but user dop2000 is.

    I made a game once where you could catch things. Now the basket I used to catch things was moveable with your cursor/touch. But when I moved the basket really fast, the falling things would go right through the basket because the engine couldn't 'calculate' it fast enough or something. Perhaps something similar is going on with your project; not sure if it's possible, but you could slow down the movement of the cursor a bit. I don't know how it's done though, but again, dop2000 might know!

  • Thanks, though that 'Select all in project' still doesn't tell you which layer they're on if you select them that way.

  • I recently discovered (with some of my other games as well) some issues with my code. It must have started since I got a new, much faster computer.

    I believe that I need to add delta time somewhere on line 79? To make the code 'framerate independent'? I set out WayPoints that a car will follow. On my new computer, the turning is much more off, while on my phone, it aligns perfectly around the corner.

    If I do need to add dt, where does it need to be added, should it also be dt*6 like on line 75 and 77? I'm a little confused about this. I've read similar posts, but I often find it hard to apply explanations to my own situation.

    Thanks!

  • C'mon dude, don't you think I know that? I already mentioned that in C2 you can see the object properties, and would like to use the feature in C3.

  • That's correct, but you can select it from the objects panel. That's what I was going for.

  • Heya,

    I noticed you can't see on which layer the object is located, if that layer/all layers are locked.

    You can imagine its inconvience if you have a lot of layers. In C2 you could see it in a glimpse on the left properties bar. Same for behavior information etc. - everything's greyed out. Why is that changed from C2? Can I change this setting?

  • I'm thinking a safe area is the only real solution for this. Disabling gestures doesn't seem like a good idea nor do I think Android will allow it - in this case I wouldn't wish for it.

    I am wondering though.. how do I know how large these 'trigger areas' are? Other than trying out myself with trial and error. I tried searching for it but I couldn't find any results. Are these trigger areas set to fixed, or do they have a responsive width, and how wide would the width be in pixels/percentage.. that's the kind of information I'm looking for.

    If anyone knows, or has a link, thanks!