Sorry for the double post. I have discovered several new limitations in TGF1.
If you wanted to update something every frame, you couldn't set the timer to 0.025, you would need to set it to 0.03... Which is actually a problem when creating a boot-up system for auto-generating enemy collisions... more on that in a second.
![[Image: gf1-game-apr-2020-new33.gif]](https://media.discordapp.net/attachments/450400164277125120/706654726938427442/gf1-game-apr-2020-new33.gif)
I couldn't do this every 0.01 second as I would like, because the game updates only when the frame updates I guess? Which means if there were two "E" enemy collision objects on screen, it would only consider the last one created, not the first one at all. In this case, the first one would "mirror" the last one created...
EDIT:
- Active Objects only have 32 flags (0-31).
- When the game is running, a frame can only contain 261 Active Objects.
- The game itself runs at about 40 FPS. Each frame updates at 0.025ms (or 1/40th of a second).
If you wanted to update something every frame, you couldn't set the timer to 0.025, you would need to set it to 0.03... Which is actually a problem when creating a boot-up system for auto-generating enemy collisions... more on that in a second.
![[Image: gf1-game-apr-2020-new33.gif]](https://media.discordapp.net/attachments/450400164277125120/706654726938427442/gf1-game-apr-2020-new33.gif)
I couldn't do this every 0.01 second as I would like, because the game updates only when the frame updates I guess? Which means if there were two "E" enemy collision objects on screen, it would only consider the last one created, not the first one at all. In this case, the first one would "mirror" the last one created...
- So yeah. If you have any other limitations I think I should know about, please do share.
EDIT:
- Seems I can't have global events that create objects or have sounds / music...
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