Posts by Bauske

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    Thanks for the update, Clickteam! I'm looking forward to a lot of these improvements and optimizations!

    One of the things I noted on the last version was that the caret position of an Edit Object wasn't being updated when using the left or right arrow keys. This still seems to be the case, even though it's mentioned as fixed in the patch notes. I have an edit box, and an alterable value that is set to whatever the caret position is of the Edit Object. When typing, it updates just fine, but when using the left or right arrow keys, the caret position changes in the Edit Object, but the alterable value does not change until an actual key is pressed.

    Doesn't look like this got addressed, so I'm just reposting it here. :)

    When using an Edit Object, the caret position does not seem to be updating when using the arrow keys. If you set an alterable value to always be set to the caret position of the Edit Object, it will update when typing or backspacing, but if you use the arrow keys to move the caret position, the alterable value does not change until you type something.

    NaitorStudios asked me to post this here as he stated it might be a bug. When using an Edit Object, the caret position does not seem to be updating when using the arrow keys. If you set an alterable value to always be set to the caret position of the Edit Object, it will update no problem when typing or backspacing, but if you use the arrow keys to move the caret position, the alterable value does not change until you type something.

    So just to throw my two cents into the mix, I've been experiencing this exact same thing and have been trying to find a solution to it. I'm glad to know I'm not alone here.

    My project is a Pac-Man remake. One of the aspects of the game is however fast Pac-Man is moving is directly related to the animation of his mouth, as in every two pixels moved changes the animation frame. So if he moves 1 pixel per frame, you'll see his sprite move to the next frame of animation every two frames. However, at higher speeds, if he's moving 2 pixels every frame, then the animation would be advancing to the next frame of animation every frame of gameplay.

    That said, it's been driving me crazy lately. On the original arcade game, when Pac-Man moves 2 pixels per second, it's a silky smooth animation of his sprite changing animation frames every 60th of a second, but in my CTF2.5 version, it's silky smooth most of the time, but microstutters quite frequently. It's ugly and distracting and makes the whole thing feel very unprofessional. I've spent amole amount of time trying to optimize and research what might be causing it to no avail.

    That said, my project is available as a prime example of the microstutters going on. It's very noticeable and easy to show, if it helps anyone prove it's there.

    Whoa, thank you! That's actually exactly what I was looking for. I knew it felt smoother, I just didn't know if in the case of CTF2.5 it would cause any adverse effects, like the game running slow, or using too much memory, etc.

    I'll have to experiment with older computers with high fps set in the game's build to see if it looks any better or performs any worse. Ultimately that's about all I can do right now since I'm not finding any information otherwise.

    Basically what the title says. I've noticed in my game currently that the frame rate doesn't feel like a silky smooth 60 fps. I don't know if that because there's too much going on or if I'm doing something wrong, but it's been bothering me. However, I noticed if I bump up the FPS in the game's settings to 120 and slow everything down in the game by 50% to compensate, the game runs buttery smooth and I love it.

    My question is if there's a downside to doing this. I've searched and searched to see if there's anyone out there with experience on it, but have come up short of answers. Does anyone know if there are any bad side effects or performance disadvantages to setting the FPS to 120 or is it fine to do so?

    Thanks in advance!

    Okay, so this is weird, and maybe doesn't matter, but I'm genuinely curious. Is it more process friendly to change an alterable value per frame based on an action OR is it better to check that alterable value against the value you wish to set it to?
    For example, is it better and quicker for CTF2.5 to process:

    If OBJECT is Walking -> Set speed to 10

    versus

    If OBJECT is Walking
    + Speed <> 10 -> Set speed to 10

    The first example is basically setting the speed value to 10 every frame at all times, whereas the second example is only setting the speed value to 10 if it doesn't already equal 10.

    So my question is, is it easier for CTF2.5 to change a value every frame, or check against a value every frame? Or does it even matter? xD