Xenos1's Recent Forum Activity

  • So I finally kind of managed to "fix it"...

    My screen refresh rate was 165Hz, and I need the stepping mode for the physics behavior to be set on "Fixed", otherwise it goes wacky like in the video... However, when I set stepping mode to Fixed it also looks like player is able to accelerate faster. So with this stepping mode, will physics objects go at different speed on an other machine ? (depending on its refresh rate ?)

    Speed at which the player moves relatively to the level actually matters a lot in my game. In worst case maybe I should lower my screen refresh rate to 60Hz ?

    • The camera helper object is just using the ScrollTo behavior.
    • Directly using "Scroll to position" in events doesn't seem to fix the jittering.

    I updated the test project so now you should be able to open it (forgot to remove an addon effect). There are 2 layouts, although the dynamic scrolling with jittering is only in the 2nd one.

    drive.google.com/file/d/1YdoG86DeHfmPQeq1FjzfWAKYOPnkqvbf/view

    Note that for some reason, the player (and cursor) shake even more in my actual game than in this test project, and I have no idea why. But the jittering can be seen in both projects if you accumulate enough speed (and in any case it's a speed a player would be able to reach in the actual game).

    (also I would update the link in the main post too but I have no idea how to edit messages, I don't think I can). Thanks for trying to help anyway 🙏

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  • It doesn't seem to fix it.... Jittering is still visible above 300 pixels/s (in both the actual game and the test project).

  • Hello,

    I'm using the physics behavior for the controls of my player. Problem is : apparently the movement speed of objects is a bit inconsistent with this behavior. As a result it makes the player shaking a little bit.

    So the consequence is that if I try to have a dynamic camera, player sprite and cursor sprite start shaking when player accumulates speed...

    I made a simple project to isolate the issue and explain it in more detail by tracking some variables concerning speed, position and distance between the player and the camera. If anyone has a workaround to this it would be extremely helpful, because I'd prefer not to have to write my own physics from scratch to fix this issue....

    Here is a link to the test project :

    drive.google.com/file/d/1YdoG86DeHfmPQeq1FjzfWAKYOPnkqvbf/view

    Here is what happens in my game :

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Xenos1

Member since 29 Jan, 2024

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