Hello, I've got a platformer game under production. I've decided to put the code for the game's main character in it's own event sheet. And from there, I put together a big test room for me to gauge the character's maximum comfortable jumps and whatnot. You know, basic things to help build tighter levels.
My problem is that character jumps further on some machines than others. In fact the character's ability to jump seems tied to the processing power of the machine the game is running on. The slower the processor, the better the jump.
Test machines so far are:
a 2 year old Cintiq Companion Tablet (slowest)
a 3 year old desktop pc, Intel i5 3570k (mid)
a brand new desktop, Intel i7 6700k (fastest)
The player character is using Jump Sustain (no special coding) for more natural jumps and I'm thinking that is where the problem lies. On the Cintiq (where the code was made) the character can use clear hurdle of 360 pixels, with about 15 pixels to spare. On the 3 year old desktop, it clears with about 2 pixels. On the new machine, it clears with NO pixels to spare.
The issue REALLY becomes a problem when I put double jump into the mix. The Cintiq can clear a hurdle of 720 pixels with little issue, the mid range can clear it on a really good jump, the fast machine CANNOT because you would literally have to have a perfect double jump.
I'm trying to make a game with tight, responsive controls. But that seems moot if I make the game for mid-range machines and it becomes unplayable on high-end machines, or target high-end machines and it becomes super-easy and floaty on low-end machines.
A possible solution would be to ignore Jump Sustain in favor a fixed jump. But that just kills a lot of the gameplay value for me. Does anyone else have a suggestion?
If anyone is curious, the specs for the player character are as followed:
Max Speed 440
Acceleration 800
Deceleration 1500
Jump Strength 850
Gravity 2500
Max fall speed 1000
Double jump Enabled
Jump Sustain 250