View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009511 | Shattered Haven | Bug - Other | Sep 7, 2012 11:49 am | Jan 27, 2013 12:12 pm | |
Reporter | GameMaker24 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0009511: Grays vibrate / dance against obstacles they must travel against. | ||||
Description | When a Gray is chasing you but must take an indirect path to reach you, it retests whether the way is clear at every fraction of a step. This results in the Gray jiggling as it searches for a way through. This can be seen on most levels, I believe, but "Lost in the Wilderness" is a good example. | ||||
Tags | No tags attached. | ||||
Internal Weight | Polish Tweak | ||||
related to | 0010410 | resolved | Chris_McElligottPark | MaleFollower and FemaleFollower need pathfinding |
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Are you still seeing this in the latest version? It may be something that only happens at lower framerates for some reason. Still would need to be fixed. |
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I tried a few different levels, but now I can't reproduce the effect. Maybe at lower framerates you can see the Grays testing for shorter paths, but now it happens too fast for you to see it? If this is the case, then to be safe for people with older machines, it would be good to update Gray AI to not change which direction it's facing unless travel in that direction is found to be possible. |
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In the next compiled version, try hitting F4 and you should be able to get a _terrible_ framerate. If you can duplicate any of the low-framerate issues that way, let me know. :) It only lowers me to about 40fps, and I can't see any of the issues just yet that I've noticed. |
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The F4 button drops me down to a crawling 4 FPS! With such slow motion, I can easily see the grays checking their path options as they walk alongside walls. I've been testing this in Cobble Paradise (left-most screen), FYI. |
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In the Night at the Office, Grays often wiggle as they run. Some of it is from pathfinding, I think, but the Crazed Dead literally look north and south repeatedly in narrow hallways. |
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I've got all the stuff in your emails, no need to log them! :) |
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Grays still wiggle at times as they run. In the River Crossing (demo level), it can sometimes be seen as they walk south. Sorry to keep pointing it out -- I guess the Grays' legs aren't what they used to be! :) |
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Relating this to 0010410, since using the follower NPC to test this would be much easier. I'm not seeing it at all on my main machine, so I need to note to myself to test this on my Mac to see if it's an FPS-related thing. |
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An update on this... I can duplicate the issue on my main PC when I set a target framerate of 30fps without vsync on, so that means I can actually follow it up and fix it! I'm also finding that gameplay is proceeding slower than it is supposed to at this speed, so I need to check on that, too. |
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What an incredible mess this is; it's been three or four hours of working on this, and I have it partly fixed, but not for all use cases. Glad you noticed this, because it's definitely a big deal! |
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* Fixed an issue with pathing enemies or NPC followers having the jitters on framerates less than 60. This was a combination of several factors relating to targeting and the granularity of each step. My oh my was it complicated to fix, as far as general bugs go. * Fixed another issue where the speed of character movement when using scripting commands EXIT and MOVEFG were both framerate-dependent. In other words, at higher framerates these would move faster, and at lower framerates they would move slower. * With the bug in EXIT and MOVEFG, I also discovered that their very definitions are horribly off: they were defining speeds as things like 1, 3, 4, etc. When it really should have been speeds like 80, 120, etc. ** To work around this without us having to go bonkers rewriting scripts, I've made it so that any speeds that are > 0 and < 20 now get multiplied by 40. So 4 becomes 160, 1 becomes 40, etc. *** There is no reason not to continue using the lower integer speeds in scripting for the sake of consistency with existing scripts. However if you want a more nuanced speed, such as, say, 130, you'll now be able to just say "130" and that's the equivalent of 3.25 (which is not a valid definition, I should add, since this is strictly integers rather than floating point). |
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I'm glad you're taking the time to sort it out! I will be so thrilled when it's no longer occurring, and it will definitely give lots of legitimacy to the game. |
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Okay, new compiled version 635 now has these fixes in! |
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Awesome!! And of course, my previous comment was posted seconds before yours appeared. :) |
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Whoa.... The animation is so smooth now -- I'm not seeing the slightest hint of jitters! I've been seeing it for so long now that I'd grown accustomed to it, so now it feels like the game is on a whole other level! This is NICE. Great work! |
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Hahaha, very good. It's funny, because I'm used to it being at a butter-smooth 60fps. That's really a whole other level even than what you're seeing now, because it's inherently a little less nice-looking at anything less than monitor refresh. Still, with it not being all glitchy-jerky like that, that's still a huge improvement for sure at the lower fpses -- I couldn't believe how jerky that was at 30-40fps. It was completely invisible at 60fps because of the granularity of movements being small enough to not cause this! |
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Oh my gosh! Your improvements have sped up the game's sprite movement speeds! The squid just scared the crap out of me when it busted out of the trees, even though I knew he was coming! There's no way it could reasonably move that fast, so I'll have to adjust his speed accordingly. The Grays themselves are still moving at the speeds I'm used to, so it's clear that I'm just seeing truer speed implementations than previously. Side note -- it's interesting that I could type 130, for example, to tweak speed even further. So far, though, I haven't felt the need for it. |
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Those were the speeds I was always seeing! I thought the blazing introduction of the squid was always very freaky at that speed. I've never seen it slower! |
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Hahah, although it is scary, it was so lightning fast that the player couldn't appreciate the fact that it's coming toward Pierce and there's nowhere to run. I slowed it down enough to make it move extremely quick yet still watch it progress. |
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Sounds good. :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 7, 2012 11:49 am | GameMaker24 | New Issue | |
Sep 7, 2012 11:49 am | GameMaker24 | Status | new => assigned |
Sep 7, 2012 11:49 am | GameMaker24 | Assigned To | => Chris_McElligottPark |
Sep 13, 2012 4:43 pm | Chris_McElligottPark | Note Added: 0028372 | |
Sep 13, 2012 4:43 pm | Chris_McElligottPark | Status | assigned => feedback |
Sep 13, 2012 11:28 pm | GameMaker24 | Note Added: 0028380 | |
Sep 13, 2012 11:28 pm | GameMaker24 | Status | feedback => assigned |
Sep 18, 2012 7:18 pm | Chris_McElligottPark | Note Added: 0028446 | |
Sep 22, 2012 9:05 pm | GameMaker24 | Note Added: 0028478 | |
Oct 23, 2012 11:50 am | GameMaker24 | Note Added: 0028783 | |
Oct 23, 2012 11:51 am | Chris_McElligottPark | Note Added: 0028784 | |
Oct 23, 2012 11:51 am | Chris_McElligottPark | Status | assigned => resolved |
Oct 23, 2012 11:51 am | Chris_McElligottPark | Resolution | open => fixed |
Oct 27, 2012 6:37 pm | GameMaker24 | Note Added: 0028827 | |
Oct 27, 2012 6:37 pm | GameMaker24 | Status | resolved => feedback |
Oct 27, 2012 6:37 pm | GameMaker24 | Resolution | fixed => reopened |
Jan 25, 2013 3:41 pm | Chris_McElligottPark | Relationship added | related to 0010410 |
Jan 25, 2013 3:41 pm | Chris_McElligottPark | Note Added: 0030224 | |
Jan 25, 2013 3:42 pm | Chris_McElligottPark | Status | feedback => assigned |
Jan 26, 2013 5:24 pm | Chris_McElligottPark | Note Added: 0030262 | |
Jan 26, 2013 7:59 pm | Chris_McElligottPark | Note Added: 0030267 | |
Jan 26, 2013 8:24 pm | Chris_McElligottPark | Note Added: 0030269 | |
Jan 26, 2013 8:25 pm | GameMaker24 | Note Added: 0030270 | |
Jan 26, 2013 8:26 pm | Chris_McElligottPark | Note Added: 0030271 | |
Jan 26, 2013 8:26 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 26, 2013 8:26 pm | Chris_McElligottPark | Resolution | reopened => fixed |
Jan 26, 2013 8:29 pm | GameMaker24 | Note Added: 0030273 | |
Jan 26, 2013 8:36 pm | GameMaker24 | Note Added: 0030274 | |
Jan 26, 2013 8:45 pm | Chris_McElligottPark | Note Added: 0030275 | |
Jan 26, 2013 9:16 pm | GameMaker24 | Note Added: 0030276 | |
Jan 27, 2013 8:07 am | Chris_McElligottPark | Note Added: 0030280 | |
Jan 27, 2013 10:32 am | GameMaker24 | Note Added: 0030281 | |
Jan 27, 2013 12:12 pm | Chris_McElligottPark | Note Added: 0030284 |