Run everything off counters/values for long, smooth slow mo.
Quickly drop, then raise the FPS rate for quick slow mo bits, like what Zelda does after impacts and explosions.
I think if you made a custom movement engine it would be easy to do the slow motion effect.. you just have for example to divide the speed by 2, the speed of the enemies by 2..... so it will look like a slow motion
Well you could put all of your events into one large group and turn the group on and off constantly.
Although thats probably as choppy as lowering the frame rate, if not worse.
Like Phanoo suggested, if you have a custom movement engine then you can make the speeds situational. What I would do is code two different speeds that go off when the other is on. To make it run even smoother I probably would make an animation on the main character when the speeds change to give the effect that it happened.
When you guys say "speed" is that like a combination of max x and max y? Only way I have found of slowing something down is to change the max x or y. if it isn't just max x max y what is "speed" exactly?
Yeah good point, you would have to have two animations of everything for each speed.
To DudeHuge, yeah when you make a custom engine you set the x and y values to whatever you want. For example say my normal walk is x < 3 or >3 if it's not your slow situation. Depending on if it's greater or less than just means which direction you'll move. Now say you want to slow it down. Figure out how you would want the speeds to change. Then make the same coding with your new slow situation included and bring the walk of 3 down to 1.
Well, it's pretty simple in MMF anyway.
1. Create a custom movement engine. Doesn't matter how much detail, as long as its custom.
2. All movements follow a counter, which follows every x seconds.
3. Just multiply x by the % speed you want
E.g.
2D platformer - objects move up or down every time Counter <= 0
At normal speed, counter subtracts by 10 every 0.5 seconds.
At double speed, counter subtracts by 20.
At half speed, counter subtracts by 5.
You could replace Counter with any alterable value if you want to make some objects move faster than others.
Or if that's too difficult, just use Construct
*Muz notes to code this system into his next game's engine
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I don't like the bugs in Construct. It's good for making simple games look cool, though. Does a lot of special effects and timescaling with one click, so it's damn good for anyone who's doing that.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.