Tokinsom's Forum Posts

  • So everything is still framerate dependent then. Hmm. Ehh how do I put this.. I need the effects of time delta, but without the random variation and floating point values. Is there any way to do this?

    Using timescale breaks my platform engine, makes movements & scrolling 'jaggy' because of the floating point values (round() helps, but then the movements become very inconsistent) and causes objects to not move to the precise location I want them to (random variation causes them to be a few pixels out of place.) That's just to name a few..

  • I'm working on a new game with a very small resolution and a custom platform movement. I honestly don't think it's going to work out with timedelta; I need consistency and pixel-perfection aka INTEGERS. According to the wiki, "Override Timedelta" is what I'm looking for.

    That said, what's the difference between Override Timedelta and simply not using time delta at all? Does Override Timedelta provide frame rate independence at the expense of "reducing the quality of your game"?

    I'd appreciate if someone could shed some light on this for me. Thanks!

  • If you have more than one object in a family, family.count will only give you the # of instances of one of those objects. All I can think of is adding up the object.count for each object in the family.

  • I will also note (in case this comes up), that this is not at all like the free beta of a game. Construct is a tool for producing things. As such, it's value (or enjoyment) does not come from the act of using it itself, but primarily from what you produce with it.

    I disagree. Construct can be just as fun to use as the game you make in it Maybe that's saying I need to make my games more fun. ANYWAY. I don't see why you're still giving Scirra a hard time about the licensing models and such. It only slows development as they have to further explain something that's been said 100 times now. Nothings been completely set in stone yet as far as I'm concerned..just give it time.

    So yeah.. Great update! Keep it up!

  • Perhaps if you would type a little more carefully I wouldn't have misunderstood you.

    Anyway. "For one character with all the moves etc 1250 frames thats per character.So 120 frames for swimming 60 frames for diving 320 frames for morphing the character etc..And then theres water animations,Grass animations , environment anims.Starting to see the picture now?."

    What I see is your skyrocketing VRAM usage and redundant amount of animation frames. that's about it. I don't believe things will be much different in MMF.

  • I've noticed this too. It happens most when your player falls a very short distance or has a really short jump. You can try increasing the gravity or setting the Y velocity to 1 when you let go of the jump button. Maybe a floor detector will help to push the player down when it's 'hovering' over the ground like that.

  • What?

    A 'fully animated character', or something with 120+ animation frames will not choke Construct. I have no idea what you're talking about.

    Construct 0.x may be delicate, and it can get pretty rough at times, but it's fully capable of handling larger projects.

  • I think there are shaders for that..Otherwise just set the height or width to a negative value.

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  • From what I hear the built-in transitions are broken. You're better off just making your own with sprite objects or something.

  • Thing is, will the player ever know you used behaviors? If you just slap a behavior on something and toss it in your game then yes, they'll probably figure it out and it will seem 'boring and unrpoffesional', especially to other Construct users who know how the behaviors work. The trick is to modify the behaviors with events to the best of your ability, or mess with the settings so you come up with something more unique. The platform behavior, for example, is more of a base for your player or enemy, and not a 'package' so to speak. Once you add skidding, turning, wallkick, double jump, hookshot, and the like..no one will know (or even care) that you used a behavior. The only difference is you didn't spend hours coding ALL of it from scratch.

    As far as .97 being 'safe to use'.. I'd say so, with careful planning of course. I wouldn't work on something too ambitious though, save it for C2

  • Great example. I'd love to see what cosp, qarp, and cubic are capable of hint hint

  • .ogg files don't work when using "play music from resource" or "autoplay resource", which is what I have to use to get magicam to not stop the music during transitions. Otherwise, Lucid's idea gets the music to keep playing during transitions, but in turn breaks the transition..so..Just waiting to hear from Linkman.

  • In your first post you said that you are using "play music from resource", in your second you talk about magicam stopping music "on a reserved channel". XAudio2 knows music and sound - music is played directly (and parallel to the sound channels) and sound can be played on channels. And only for the latter you may reserve channels. Also, music is never chached, while you have full control over caching sound. If it is music you are using, then it might be that room transitions block access to the harddisc and because of music not being cached, it can't be played during that time.

    I assume you're using exactly one XAudio-object set to "global". Try playing the loops as wav via channels and set a high cache value plus using "cache file" or "cache directory". Other than that, there is only the way of fixing (if it is a bug) magicam.

    Sorry, as always I could have been a little more clear -w-;

    What I meant was I used to play music by doing exactly what you mentioned above, but that caused Magicam to pause the music during transitions. Due to this, I resorted to using "Play Music From Resource". That fixed the transition problem, but now there's a pause between loops. But yes, I think the only way to fix this is through Magicam. I've contacted Linkman so we'll see if something can be done.

    Edit: Actually, Lucid, your idea works...for the most part I'll have to mess with it a bit but I think it'll do.

  • All of the songs were designed to loop, and they loop perfectly in my media player.

    I haven't used music a whole lot, but the few times I did, playing a .wav file from a channel set to loop produced no noticeable pauses. Then again, I'm not sure if that was because of Construct or how the song was.

    Likewise. From what I recall the music looped just fine, but again, magicam (during room transitions) stops music on a reserved channel like that so I'll have to find another way..or talk to Linkman about it..hm.

  • Is there any way to loop music without that awful pause? I've gotten a lot of complaints on it and..well..it seems there's nothing I can do about it. It took my friend a while to make these tunes and now I can't even play them properly.

    I'm using "play music from resource." I tried loading them externally, which I think fixed the pause, but I'm using magicam so the music completely stopped during room transitions. Un-checking "Time-Scale Audio" surprisingly didn't fix it.

    Any ideas?