GS engine not consistent (iADS & animations)
so whats up with the inconsistency of the ads and gs engine?
i have animations that rotate left to right (in degrees) and something they just lock up and stop. or when the scene starts they rotate super fast in reverse (multiple times) and then proceed as normal. almost as if the engine RUSHES to the scene and the actors not in place (pun not intended)
also iADS don't always display. only whenever the hell they feel like it lol. will the hot fix, fix this?
this happens on both viewer and ad-hoc
i have animations that rotate left to right (in degrees) and something they just lock up and stop. or when the scene starts they rotate super fast in reverse (multiple times) and then proceed as normal. almost as if the engine RUSHES to the scene and the actors not in place (pun not intended)
also iADS don't always display. only whenever the hell they feel like it lol. will the hot fix, fix this?
this happens on both viewer and ad-hoc
Answers
BTW, the game looks cute, but I think you need to cut down on the menu animation time. Might look cool the first time that the scene selection loads, but at the 10th time it will be annoying to wait 14 seconds for the selection screen to finish the animation.
The menu is supposed to load up IMMEDIATELY. And it used to, but 9.93 broke it a little.
I'm not home so I can't post a screenshot of my rule but the flowers and map selection screen items are supposed to rotate from -10 degrees to 10 degrees. Small movements. But as you can see they are rotating super fast.
If you download this game (it's live in the AppStore now and free) you will see what it supposed to be like. The one in the AppStore doesn't have these graphical bugs. But those one does (after upgrading to 9.93).
constrain self.rotation to (10*sin((self.Time *1500)%360))
The 10 is the degrees of the rotation back and forth, and the 1500 is the speed of the rotation.
Yea I'm using intropolate.
I set the actors rotation to 10
When self.rotation is 10
Intropolate self.roation to -10
When self.rotation is -10
Intropolate self.rotation to 10
This WORKS, but it's buggy apparently.
I'm confident ur forrmula works, but I'm not home to try it. AS SOON AS I GET HOME I'm jumping on the computer and trying this.
Is there a reason mine is bugging out?
Also can you explain to me what ur formula does. And why it works for sure. I'm learning this stuff and if you can explain it it will help me understand it a little more
Or just use the formula above, it's a better way. I just thought it would be good to know why it doesn't work.
What exactly is game.time? Man I gotta read up on formulas.
What about the locks that are stretching and stuff? (see video) how can apply this forumula to widths and heights?
For height try somethign like this:
constrain self size height to : 40+(1+sin(game.Time%360*300))*15
The 40 is the minimum height you want. So itll grow and shrink but wont go below 40 as its height when it shrinks, the 300 is the speed, and changing the 15 will adjust the amount it grows.
I'm going to give this a try hen I'm done watching a movie with the wife.
I'm sure it will work, since you never steered me wrong
so i applied your rules to SOME actors to compare the differences and
NONE of the bugs that the original actors had are on the revised actors (with your formula) so i changed them all (the ones that needed this formula anyways).
so if you watched the video, you will notice that it takes about 10 seconds for the title screen to load (start button, options, title logo, etc etc.) why is that? i'm assuming its the game center login. but it shouldn't take that long. maybe i should put it in a timer or have it log the user in when touching the gam center "view score" button. what are your thoughts on this?
when actor position.x is 500
interpolate to 800.
???
i ask because apparently your formula is more stable than intropolating.
Youll be fine using interpolate to bounce between 2 positions just make sure to do greater then or equal to and less then or equal to in your conditions instead of just equal to.
Interpolate is stable, its just stuff like angles it can get weird because like domenius explained angles are translates as positive values between 0 and 360 but you have to use a negative number to go back the other way which gamesalad in turn will try to translate to a positive angle and can bug things up. Thats why i use that expression i gave you for rotating back and forth instead of interpolates.
But in case you were still interested, you can use the forumla i gave you for the height 2 move back and forth as well.
For example: constrain self position x to 50+(1+sin(game.Time%360*300))*15
50 would be the left x position you want , 300 is speed and 15 is the length it moves out before moving back to x 50 and going back and forth.
so when you type this:
constrain self position x to 50+(1+sin(game.Time%360*300))*15
what are the brackets for? and why the sin have a "1+" before it?
what does %360 mean?
not trynna be a smart ass, just trying to learn this stuff.