View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009680 | Shattered Haven | Bug - Gameplay | Oct 7, 2012 8:54 am | Jan 20, 2013 7:11 pm | |
Reporter | GameMaker24 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0009680: Shadow Man versus N/E Tag | ||||
Description | I set up the final screen of Phoenix Forest so that Willis has new text and Shadow Man guards the entrance to Stantonsburg. To accomplish this, I placed him south of the bridge and used N/E tags on the bridge itself. (When all goals are complete, a script will simply remove him.) Shadow Man is very zealous to kill the player. I love that he darts a few steps forward when he sees you -- it's very threatening, plus he moves left or right as needed to make sure the player can't get past him. (This is a lot more interesting than simply grounding him by placing an N/E tag on top of him.) The trouble is that if you taunt Shadow Man enough, he'll actually slip into one of the N/E tags, which traps him onto that tile. Once he's stuck, the player is free to leave this area early. Can you adjust his routines to keep him out of N/E tags? | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
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Today I stood behind a continuous vertical wall of N/E tags, as if to taunt a vicious red flower on the other side. Eventually as I stood still it got impatient and jumped into the N/E tags, killing me. It seems it's not just Shadow Man that can sometimes dash past N/E tags... |
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* Some definite strangenesses could happen with physics if the framerate dropped below about 20fps. ** Now if the game drops below 20fps it will literally slow down the physics and gameplay to keep things correct, rather than getting choppier and incorrect. ** This was the cause of everything from Shadow Man and other things leaping into N/E tags, to the player getting knocked back into a wall. ** Note that also this doesn't really have to do with absolute framerate: a single really slow frame could cause these things before, such as if there was an expensive pathfinding frame or what have you at just the wrong time. Now those things just get smoothed out. |
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Happiness! |
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Just as an FYI, one great way to test a low framerate is to mash the screenshot button (F12) a lot -- it tanks your framerate temporarily if you keep hitting it, and in fact it always causes a huge lurch for a single frame no matter what. We actually have thresholds in the code since Valley 1 for things like "min and max frame time before physics get wonky." The problem here was simply that the max frame time was set at about 10fps and the real value needed to be 20fps. So fortunately this is an issue that we've seen before, and is something familiar. Given unknown kinds of hardware people run, and variable-length frames (versus fixed-timing frames) of a dynamic framerate, this is just one of those little niggles we run into. The old engine that I had for the games prior to us moving to unity 3D used a fixed-timing framerate, so Alden Ridge never had those problems until it was ported to Shattered Haven. |
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Interesting. I'll keep this in mind. |
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Yep; a lot of the bugs you reported were really all one underlying thing, thankfully. |
Date Modified | Username | Field | Change |
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Oct 7, 2012 8:54 am | GameMaker24 | New Issue | |
Oct 7, 2012 8:54 am | GameMaker24 | Status | new => assigned |
Oct 7, 2012 8:54 am | GameMaker24 | Assigned To | => Chris_McElligottPark |
Oct 7, 2012 8:54 am | GameMaker24 | File Added: Shadow versus NE tag.png | |
Dec 23, 2012 10:38 pm | GameMaker24 | Note Added: 0029295 | |
Jan 20, 2013 2:18 pm | Chris_McElligottPark | Note Added: 0029986 | |
Jan 20, 2013 2:18 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 20, 2013 2:18 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 20, 2013 6:25 pm | GameMaker24 | Note Added: 0029996 | |
Jan 20, 2013 6:56 pm | Chris_McElligottPark | Note Added: 0030003 | |
Jan 20, 2013 7:04 pm | GameMaker24 | Note Added: 0030006 | |
Jan 20, 2013 7:11 pm | Chris_McElligottPark | Note Added: 0030010 |