Lou Bagel's Forum Posts

  • Can you isolate and recreate the issue to share?

    Also have you checked the origin points of your animation frames to make sure they are lined up?

    Edit: It probably does have to do with frame rate. While the leader looks smooth, the distance traveled probably differs per frame, so some frames the recorded distance is slightly farther, and some slightly shorter. The stuttering becomes apparent when you have a reference point such as the follower to the leader (or the viewport, which is following the leader) - If the leader on a given frame is slightly ahead, while the follower on that frame is slightly behind, you'll see a gap widen, and then it pops back as it corrects or overcorrects in the following frame. You can test this by having the viewport follow the follower and see if it starts looking like the leader is stuttering instead.

    As for a solution, I would suggest using the move towards action instead, but that has its own complications like cutting corners and stuttering when catching up as well..

    Edit 2: Also for pixel art, do you have pixel rounding enabled? That is probably the bigger culprit. Try disabling it and see what happens.

    Oosyrag, great analysis, as usual.

    Pixel Rounding is off.

    Following character moves smoothly on his own.

    When switching the view-port to follow the follower the leader does stutter.

    I could recreate but think it might be solved thinking about it logically:

    I agree the main issue is likely the varied framerate. I tried to change it to per second but doesn't seem to work probably due to the fact if the interval is too small it will still only run once per frame. And of course if too large it won't be smooth.

    So if the timing is based on a variable framerate the important part is to keep the follower the same distance from the leader the whole time.

    This seems to work pretty well so far.

    What I did was every tick add a L/R/U/D to a variable on the follower. Then set the position to the player, instead of the NPC as in previous tries, based on the count of each. Then remove the one at the beginning. That's the basics of it at least.

    Thanks again Oosyrag for the insights!

  • did you try the pathfind behavior? maybe it will work smoothly, but maybe will have some delay.

    or you can try to adapt something from this tutorial: https://www.scirra.com/tutorials/626/ma ... ing-camera

    (use the lerp on what you have done with the array)

    I was thinking more along the lines of ideas to smooth this system out. Pathfinding isn't great for short distances like this and I have new coordinates every tick so lerp wouldn't into this system. I could create a system that just records the changes in direction and lerps the distance in between, would just have to make sure to get speed/timing correct.

    I've also tried using 8 direction controls which worked easily except that if the follower gets stuck on a solid it can be thrown off permanently.

    Before moving onto a different system though I wanted to figure out why this isn't working, as to learn from it and see if solvable (before moving on to something completely different). I am thinking it is due to a variable framerate. Does that mean adding delta time in somewhere is the fix?

  • Thought I had a system to make characters follow like a classic RPG:

    ...but as you can see the second character isn't moving smoothly as there is some jumping back and forth.

    All I did was while the player is moving to add his position at the back end of an array and set the position of the follower to the one at the front end of the array (and remove it).

    Since this is done every tick I thought that may be the issue, since ticks aren't consistent. So try doing every X seconds, which made it a little smoother but not completely smooth.

    Any ideas or suggestions?

  • > Do you mean "work offline" as cached for next visit or as in putting all assets in local storage so additional requests aren't necessary while playing?

    >

    Well, both. I'm not sure why the difference is important. It saves the entire game locally so that it can still load even if you have no Internet connection.

    Makes sense. I was just trying to figure out if that 50mb notification was from a single game or accumulation in cache from multiple over course of time.

  • Still excited about this! What are you distribution plans? (ie Steam)

  • Just being silly right now:

  • All games save themselves locally so they can work offline. So yes, all projects write to local storage by default.

    Do you mean "work offline" as cached for next visit or as in putting all assets in local storage so additional requests aren't necessary while playing?

  • Some current stats on level 1

    • number of computers on: 1031
    • number of times caught by Kate: 479
    • number of level restarts: 265
    • number of listening to Kate: 110
    • number of times coffee pot turned on: 156
    • number of coffee pot still heating (not ready): 29
    • number of times coffee pot started brewing: 45
    • number of times coffee mug picked up: 29
    • number of coffee obtained: 16
    • number of talks with Janitor: 169
    • number of times people tried to leave early: 9
  • I have a few Construct exports in iframes on my website (loubagel.com) and none of the games use the local storage plugin.

    Recently I've been getting alerts on my iPhone that "This website is trying to use more than 50mb of local storage". Do all Construct exports use local storage even if the Local Storage plugin is not used?

    Where can I read about this or how can I research this?

    Thanks

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  • Hi Brilliant first level how did you get your game embeded on your webpage and how did you do the highscore table?

    Thank you!

    To embed you simple have to upload and then use an iframe.

    The high scores table is a bit more complicated. Basically you have to use the AJAX feature in Construct to post to a php file/script. The php takes the post and puts in a SQL table. Then, where you want it displayed, you need to use php to pull the scores (you can pull in order and limit the number pulled).

    I could go into further details but not sure this is the place or how much you already understand. If you want to know more you can message me on Twitter (https://twitter.com/LouBagelCombo5) or FB (https://www.facebook.com/LouBagel).

  • >

    >

    > Play level 1 here: https://www.loubagel.com/survive-the-da ... evel01.php

    >

    Wow! This is coming a long very nicely! I hope you plan on turning this to a full game someday.

    Thanks! One level at a time and we will see what happens...

  • Made a game as quickly as I could today:

    https://www.loubagel.com/archives/red-a ... ersion1.0/

    Took me less than 8 hours. I took breaks to do laundry, fix a meal, run a few errands, so maybe 5-6, not sure, didn't really keep track.

    It's raining deer!

    Post your high score if you want: