System time scale and object rotation.

Discussion and feedback on Construct 2

Post » Sun Nov 25, 2012 2:29 pm

I'm not sure if its a bug in latest version. when I set time scale to 0, everything stopped but the object can still remain rotating if its set to rotate before.

B
14
S
2
G
1
Posts: 94
Reputation: 2,089

Post » Sun Nov 25, 2012 4:21 pm

You need to rotate the monster by 10*dt in order for delta time to have effect.
Image
B
225
S
27
G
13
Posts: 1,774
Reputation: 18,024

Post » Sun Nov 25, 2012 5:06 pm

Should it not be doing this by default? It seems everything else in C2 has a line like:

mx = this.dx * dt * this.rightx;
my = this.dx * dt * this.righty;
push_dist = Math.max(Math.abs(this.dx * dt * 2.5), 30);
B
24
S
4
G
1
Posts: 244
Reputation: 3,462

Post » Sun Nov 25, 2012 5:13 pm

Behaviors use delta time behind the scenes but that's it. There's a manual entry on delta time here that explains it in more detail.Tokinsom2012-11-25 17:19:43
Image
B
225
S
27
G
13
Posts: 1,774
Reputation: 18,024

Post » Sun Nov 25, 2012 5:17 pm

It's not possible for Construct 2 to automatically apply dt to actions like 'rotate clockwise', since it would break events like "On spacebar pressed: rotate 90 degrees".
Scirra Founder
B
359
S
214
G
72
Posts: 22,952
Reputation: 178,580

Post » Mon Nov 26, 2012 9:43 am

Thanks for the help and info. I think it should be enough to fix. guess I will learn more about C2:D
B
14
S
2
G
1
Posts: 94
Reputation: 2,089


Return to Construct 2 General

Who is online

Users browsing this forum: RageByte and 7 guests