time-scaling and time-delta for INDIVIDUAL objects?

New releases and general discussions.

Post » Wed Jul 15, 2009 5:10 pm

It's relatively easy if you code your own custom movements and animations and avoid the built in behaviors. You just need to multiply timedelta by your own value as somebody else described. It'd be difficult to make objects timescale independently - it would have to be coded individually per behavior, and what would happen to custom movements based off timedelta as well? How would you control their individual timescale? Which scale should the every event use? The simplest way is just to make your own system. It's not that hard ;)
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Post » Wed Jul 15, 2009 7:12 pm

thanks for the clarification, Ashly. And thanks for the awesome authoring software!

Unfortunately, does this mean theres no easy way to make a custom menu that pauses the game, but is animated? (without custom coding all movements and therefore not being able to use all the wonderful built-in ones)?
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Post » Wed Jul 15, 2009 9:27 pm

You could disable all behavior when pausing, then enable them after. Disabling stops them moving the object.
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Post » Thu Jul 16, 2009 12:11 am

[quote="Ashley":1qoi0nrc]You could disable all behavior when pausing, then enable them after. Disabling stops them moving the object.[/quote:1qoi0nrc]

That was my proposition too ><' in ORL it worked very well.
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Post » Thu Jul 16, 2009 11:32 am

yeah, easiest way would be with families, if you dont want 'countless' vars to keep track of. if you're familiar with c++, making a custom behavior to do this would be nice and easy
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Post » Thu Jul 16, 2009 12:56 pm

thanks everyone for your input. I also discovered how wonderfully the "modal layout" layout object works for poping up animated menus. I love this feature and how it can be "transparent" and therefore not look like an awkward rectangle.

By setting it to transparent I was able to create the illusion of animated sprites on screen WHILE the game is slowed down or paused.
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