gcmartijn

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Viewing 15 posts - 31 through 45 (of 73 total)
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  • in reply to: FPS, Delta, FixedFPS, Timing, Animation Topic (almost done) #3445

    gcmartijn
    Participant

    ignore the fixed timing strategy 😉 I was searching for the ‘best’ possible solution to make my app things running at the same speed on all ios/android/desktop (full screen/windowed).

    In the weekend i’m going back to basic delta timing.

    Maybe if I publish a game in the future, I will add something like this:
    System requirements:
    – Screen device must run at 60hz and the OS must have enabled vsync.

    Just to make sure I don’t get any/(less) sad/mad customers.

    in reply to: FPS, Delta, FixedFPS, Timing, Animation Topic (almost done) #3439

    gcmartijn
    Participant

    @Simon Armstrong

    I would start with looking at the games included in the bananas folder of monkey2.

    None use a timer and all expect OnRender to be called at 60hz as Window.SwapInterval defaults to 1 which means App.RequestRender causes subsequent OnRender to be correctly frame synced.

    I will remove all the code, and see what happen.

    I know about the bananas folder, I did see it, but I thought that maybe the creators din’t care about creating it.

    But when I remove all the ‘timing’ code, I still need to use delta calculation or not ?
    Is MX2 withSwapInterval=1  do all the things so I don’t need to care of delta anymore ?

    • Why not default SwapInterval=1 inside MX2 so beginners don’t have to know/ try to learn about those things.</span>
    in reply to: FPS, Delta, FixedFPS, Timing, Animation Topic (almost done) #3408

    gcmartijn
    Participant

    60, 30 I don’t ‘care’ what it is haha because I don’t know what i’m doing/must do at this most important thing :S

    Are those facts true ?
    – MX is running at unlimited random frames a second.
    – I need to call every 60 screenframe OnUpdate()

    I can drop that FixedLogicFPS because I don’t know if its better than  something like below.

    I was hoping that that there was one ‘template’ script that covers it all, so every programmer can start program.

    If there was only one drawing/moving animation script that is working on the same speed on every mid-range desktop/ios/android.

    By drawing I mean:
    – animation multiple image frames, (can set the duration each frame in MS)

    By moving I mean:
    – the frame animation moving from point A to B

    – And later in the future collision will be added.

    in reply to: FPS, Delta, FixedFPS, Timing, Animation Topic (almost done) #3399

    gcmartijn
    Participant

    I think I have it now, but not sure because its hard to understand this part of game making 😉

    Here is a video

    There is only a problem when starting a game, you can see it in the beginning of the ‘movie’
    The movement is way to fast, and after 1 or 2 seconds the Logic FPS is oke (100)

    The first animation is 1 second
    oFS.frames.Add(New Frame(“1.jpg”,10000))
    I want to use MS each frame, but I thought 1000 MS is 1 second (not 10000)

    The second frame is moving and the animation speed is
    oFS.frames.Add(New Frame(“1.jpg”,500))

    The third frame is moving and the animation speed is
    oFS.frames.Add(New Frame(“15.jpg”,60))

    If I understand it correctly, this means
    New FixedRateLogicTimer(100.0, 20)

    Call Method OnUpdateGameLogic(_delta:Float) after every 100 frames.
    AND everything inside that method don’t have to use speed*delta movement because this will happen every 100 frames (locked)

    Inside that OnUpdateGameLogic() I call the UpdateFrameTimer() to update the current frame duration like this.

     

    Full code

    in reply to: FPS, Delta, FixedFPS, Timing, Animation Topic (almost done) #3393

    gcmartijn
    Participant

     

    Created new topic below

    in reply to: Ted2 1.0.3 crashes when trying to open a file on W10 and W7 #3216

    gcmartijn
    Participant
    in reply to: Make docs, for your own App (not a module) ? #3068

    gcmartijn
    Participant

    For me its Oké that the app Help files are generated inside the app root folder (Help). Or in the root build folder.

    That would be cool to get some overview.

    in reply to: V103 does.makedocs.work.for you? #3023

    gcmartijn
    Participant

    for the modules I don’t know.
    for your own made app I asked here
    http://monkey2.monkey-x.com/forums/topic/make-docs-for-your-own-app-not-a-module/

    in reply to: Make docs, for your own App (not a module) ? #3015

    gcmartijn
    Participant

    No I was hoping that it was possible. Because a app looks like a module .

    Maybe its a Small thing for Mark to make.

    in reply to: Where is Image.GrabImage ? #2968

    gcmartijn
    Participant

    I’m wondering if there are some Atlas restrictions like grapimage have.

    These are.
    Multiple frame images are assumed to be laid out in a horizontal strip, in which case width and height are the dimensions of each frame, and the source image must be wide enough to contain the entire strip.
    Note that if image flags includes any padding, then the specified rectangle includes padding. This means image width and/or height may be ‘2 less’ than the width and/or height you specify.

    For New Image(img,recti(x,y,x2,y2))

    Because I get some weird things using a new spritesheet Atlas creator.

    I guess that all sort of Atlas image formats are now allowed , and no 1px padding is needed anymore ?

    Usefull information for others.

    in reply to: memory access violation with vec2f #2962

    gcmartijn
    Participant

    No AdamStrang,

    You asked for a code that crashes ted21 editor, so that’s why I gave you that code.
    I know how to solve that error in that script I gave you, because I asked that here a week ago.
    http://monkey2.monkey-x.com/forums/topic/new-vec2f-not-working-inside-new-constructor/

    Ted21 crashes the second time when I run a “error generated script” after not stopping the debug process (red button, in debug view) first.

    Even when you use debugStop() in a good working script.

    I test it now it the original ted2 and it does the same.

    in reply to: Ted21 github update #2953

    gcmartijn
    Participant

    and a other situation

    run a non error program and use DebugStop() to stop the program.
    after that press the red button in the topbar (next debug).

    then remove the DebugStop() AND don’t press the stop button in the debug view.
    Now run debug run again, and ted21 crashes, the result is the same as above topic.

    this won’t happen if I do press the stop button in the debug window.

    So I assume to fix this bug, is to run that action before running a new debug run

    in reply to: Ted21 github update #2952

    gcmartijn
    Participant

    Step 1 start on osx ted21
    Copy / past / save this error generated code

    Debug run it.

    Then the program hangs, press the red stop button.
    Ted21 is now still alive, and the program is stopped.

    Then press again Debug run.

    Ted21 crashes now (quits) and the program hangs again (manual force quit in osx)

    This is with all memory generated errors.

    This is on my macbook air (latest osx) and (iMac)

    in reply to: Ted21 github update #2944

    gcmartijn
    Participant

    I will try to create a file this week for you.

    in reply to: Ted21 github update #2941

    gcmartijn
    Participant

    nope its still crashes after a program hang -> then stop the program -> and re-run the program -> ted21 crash

    but i’m used to it 🙂

Viewing 15 posts - 31 through 45 (of 73 total)