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    Update/Event Loop

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    • KamdroidK
      Kamdroid
      last edited by Kamdroid

      I need something that is better than having a timer at 0s, as the timer is still not called enough to make everything I want appear instant/not laggy.

      Aidan_FireA 1 Reply Last reply Reply Quote 0
      • Aidan_FireA
        Aidan_Fire @Kamdroid
        last edited by

        @kamdroid Have you ever tried using the Loop behaviour? Sounds like what you need.

        KamdroidK 1 Reply Last reply Reply Quote 0
        • KamdroidK
          Kamdroid @Aidan_Fire
          last edited by Kamdroid

          @aidan-oxley Doesn't it freeze the game until it's done?

          Edit: Yep, it freezes the game and hyperPad, then crashes

          Aidan_FireA 1 Reply Last reply Reply Quote 0
          • RobinsonXR
            RobinsonX
            last edited by

            I just use a Play Animation behavior and set it at 60 fps. It acts like a timer behavior, just not laggy or jittery.

            1 Reply Last reply Reply Quote 0
            • Aidan_FireA
              Aidan_Fire @Kamdroid
              last edited by Aidan_Fire

              @kamdroid woah, how much stuff are you trying to do? If you want it to not freeze the game, you could try timer 0 second then loop maybe 10-20 times, so basically every 60th of a second it'll activate 20 times (1200 times a second). Wonder if that would get laggy :P.

              I'm not sure why it crashed for you though, unless you spawned like a billion objects in a loop or something. Loop activates REALLY fast, and it's meant to freeze everything until it's done, good for things like loading or spawning stuff into your game, definitely needs to have a limited amount of repeats though.

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              • KamdroidK
                Kamdroid
                last edited by

                @aidan-oxley I don't think you understand what I'm asking for.

                Robinson has the right idea, I just think since HyperPad is meant to be easy, we shouldn't have to use strange workarounds (e.g. the animation timer)

                Aidan_FireA 1 Reply Last reply Reply Quote 0
                • Aidan_FireA
                  Aidan_Fire @Kamdroid
                  last edited by

                  @kamdroid What exactly are you asking for? Is it about how jittery timer 0s is? If so, you can set it to 0.0166666....s and it becomes more smooth but runs at same speed as timer 0s.

                  KamdroidK 1 Reply Last reply Reply Quote 0
                  • KamdroidK
                    Kamdroid @Aidan_Fire
                    last edited by

                    @aidan-oxley Wow, using 0.0166666 is smooth. I'll probably use this. Thanks.

                    D 1 Reply Last reply Reply Quote 1
                    • D
                      Deeeds @Kamdroid
                      last edited by

                      @kamdroid When/if you lose the smoothness you've gained with 0.0166666 timers, it's because they've been rounded to 0.02, which sometimes happens just by touching them in the Behaviour Editor.

                      In this situation, you need to re-edit their time to 0.0166666.

                      Other times, you'll still be running smooth, but your timer behaviours show 0.02 seconds, rounded. This is because it's only a visual representation rounding UNTIL you touch them, when it becomes a physical rounding of this time.

                      Hope this helps. I've played with this, a lot, to get smooth and fast in hyperPad.

                      My advice, never use anything other than divisions and multipliers of frame time in timers. Unfortunately hyperPad doesn't let you use divisions of this, it rounds these up to a "tick", but not accurately, which is what it's doing if you put a zero in a timer.

                      Solving this problem, in the best possible way, would be providing accurate tick based timers, that can be divisions or multipliers of the underlying tick. This is going to be much more important later this year, when more iPads (and iPhones) move to ProMotion (120fps).

                      Aidan_FireA 1 Reply Last reply Reply Quote 0
                      • Aidan_FireA
                        Aidan_Fire @Deeeds
                        last edited by Aidan_Fire

                        @deeeds Is it the beta I'm on now, or the last update that stopped the numbers rounding? I thought it was last update, but I guess you making that post means it must be the beta. For me, numbers stay the way you entered them no matter what you do, so that'll be fixed next update :)

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