Grimmy's Forum Posts

  • I'd also like to say that I've been working on the project for over a year now and this issue is so serious that I'll need to switch engines if I can't resolve it. Something I really don't want to do.

    I've been happily and confidently going by (the 60 fps) )readings on the fps counter until now and even decided to update the minimum device specs to something more modern to overcome the fps issues I previously was encountering, but for the kind of work I'm just now doing on the project, the janking issues are so glaringly obvious, its just not feasible to release in this kind of state.

    If the scirra team can offer any advice that would be great :)

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  • I set it to unlimited (ticks only) and the fps averages around 90 fps on a device build however the jittering is still exactly the same. There is no notable difference to the eye.

    With framerate mode set to Unlimited (full frames) I get around 55-60fps but again the jittering is still present.

    As as side note, I also tried exporting without using dt and using VSynced FPS mode, but I still see the same issues even though its running at 60fps.

    For example, instead of:

    Self.X-(train_speed*(Self.speed_adjust))*dt

    I use:

    Self.X-(train_speed*(Self.speed_adjust))/70

    On PC it runs at 60 fps as well, but everything is buttery smooth to the eye.

    Same issues with Worker mode on or off..makes no difference.

    Im using 293.3 stable and the tablet is a Samsung A7 Lite

    If Im already at 60fps on device but there is this random jittering everywhere, then there's no way I can even optimize to improve things. What use is an fps reading if there is janking all the time regardless? This is a big roadblock for me.

  • Unfortunately no, it's a side scroller with hi res graphics.

  • Hi, on device my FPS counter reads almost 60fps constantly but I can visibly see objects stuttering as they move across the screen...Scrolling right to left. These objects all use DT to control movement.

    What is going on and how should i fix this? Thanks

    Tagged:

  • I want to increase a variable relative to the amount another variable is decreased. I think its called 'negative correlation'.

    I realise that this his is rather a math question than C3 specific, but in my case I want to decrease a Sin period as the speed of my object increases.

    Cheers

  • I have a tween that is triggered at the start but when I try to change values at runtime the tween either seems to stop or has no effect.

    I want to have a slider bar that adjust the rate of a looping/ping ponging rotation.

    Do I need to stop the tween and create a new tween completely or something weird like that?

    Cheers

  • I have a mesh 20 columns by 2 rows. I want to scroll its texture from right to left.

    Possible? How?! :)

    Cheers

    Tagged:

  • I have two collision meshes which each represent a segment of ground. Each is has an immovable physics behaviour. The pieces of ground are each a screen width and are placed side by side.

    My game scrolls right to left and I have a train which moves across this ground with physics wheels.

    When the train reaches the second pice of ground there is a noticable 'bump' as the train moves onto the second collision poly.

    The points of the two meshes where they meet are on exactly the same pixel.

    Is there is way to prevent this? Its supposed to be a smooth railway track.

    Video here:

    https://www.dropbox.com/s/a6x0qb0fadsyi8p/TrainBug1.mp4?dl=0

    Tagged:

  • In the end I solved this by getting rid of the wrap behavior completely and basing the repositioning of the object on its own width rather than the edges of the screen.

  • Thanks, I don't have that beta version unfortunately so cant run your example, although I've tried both with and without pixel rounding and the effect is exactly the same. I get gaps any way I try. I thought this was going to take 5 minutes, but I've been stuck on it all day:(

    No stretching edges and everything is snapped to the c3 grid. It uses whole numbers and dt to move each hill like this..

    set position x to Self.X-5

  • Thanks. I tried the 2 suggestions but I still get the seams. I have attached an image.

    The hill meshes should scroll right to left without seams. Above are sprites only (without a mesh) and they have the same problem.

  • Hi I'm trying to get my mesh to wrap seamlessly horizontally using the wrap behavior but there are always gap between the wrapped meshes when they get re positioned.

    Each of the meshes is exactly half the width of the layout.

    Ive tried changing the parallax and scaling settings for the layer but I get the same result every time.

    Any thoughts on this?

    Thanks

    Tagged:

  • Wow! Just WOW!

    All that's missing is some basic shadows now!

  • Just ran some tests and I can confirm that:

    De-activated group remain deactivated when switching between layouts/event sheets unless you explicitly re-activate them.

    Cheers