shampoo's Forum Posts

  • 5 posts
  • I should have been a little more specific. The bikes are being moved by data coming from a server. Once the race has started, there's no actual user intervention..

    Thanks for the tips.. I appreciate it.

    J

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  • Hi

    I am working on a game for bike racing.. The prototype looks like this: dl.dropbox.com/u/34414220/roller%20racing%202.m4v

    The problem we are having is that because we are using the physics behavior, this doesn't play well with DT and across browsers. As a result, depending on the browser you are using and the PC/Laptop, the riders do not react in the same way.. The frame rates ruin the game play.

    So the solution we are tossing about now is to not use physics behavior and instead move the riders "by hand", or manually.

    What we liked about the physics behavior, is that is gave the riders a smooth feel. They weren't jerky.. They didn't stop suddenly. They slowed down in a realistic manner.

       Is there a way to reproduce this feel/behavior without using the physics module ?

    Thanks !

    J

  • Hi

    We are using the physics platform and according to this section:

    scirra.com/tutorials/67/delta-time-and-framerate-independence/page-1

    "Note that Physics is an exception. By default it does not use dt, and therefore is framerate dependent. This is because dt usually has small random variations. These variations can make the same setup in a physics game give different results even if exactly the same thing is done twice. This is often annoying for physics games, so by default it is framerate dependent. However, you can enable use of dt by using the Set Stepping Mode physics action on start of layout, and choose Framerate independent."

    The game is basically a race of 6 objects running a straight line from left to right.. They don't jump or do any other movement then run a straight line. We do require that they have some sort of fade in speed when the user stops moving forward.. That is, they don't stop dead but instead slow down.

    Given the above, and given the problem we have, would be we better off dumping the physics platform for another ?

    Or do you think it's possible to make this work using the physics behavior ?

    Thanks !

    J

  • Thanks for the reply !

    We are using the physics module which I believe does not use dt by default: scirra.com/tutorials/67/delta-time-and-framerate-independence/page-1 (super interesting article).

    So maybe that's it.. We'll take a look and report back.

    Thanks again!

    J

  • Hi

    We have a multiplayer game with its own backend.. It's basically a race game where the data is supplied via our backend servers..

    So far so good.

    However, we have encountered a bug. Depending on the browser being used or the machine being used, the game takes longer or shorter to compete.

    Just to give you an example, an outside client sends data to the server and the server broadcasts this data to all Construct 2 clients. The same race data is sent to all browsers in near real-time.

    On some browsers and on the same browser under different based machines, the games (which is realtime)take longer to complete..

    As a result, if the user with the fastest browser/machine ends up winning the game, he stops sending race data.. Yet the others still haven't computed all the incoming data.. I hope that makes sense..

    Any ideas on how to debug this ? What should we be looking for ? Is this a FPS problem ?

    Thanks, I appreciate it.

    J

  • 5 posts