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IDProjectCategoryLast Update
0009680Shattered HavenBug - GameplayJan 20, 2013 7:11 pm
ReporterGameMaker24 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Summary0009680: Shadow Man versus N/E Tag
DescriptionI set up the final screen of Phoenix Forest so that Willis has new text and Shadow Man guards the entrance to Stantonsburg. To accomplish this, I placed him south of the bridge and used N/E tags on the bridge itself. (When all goals are complete, a script will simply remove him.)

Shadow Man is very zealous to kill the player. I love that he darts a few steps forward when he sees you -- it's very threatening, plus he moves left or right as needed to make sure the player can't get past him. (This is a lot more interesting than simply grounding him by placing an N/E tag on top of him.)

The trouble is that if you taunt Shadow Man enough, he'll actually slip into one of the N/E tags, which traps him onto that tile. Once he's stuck, the player is free to leave this area early. Can you adjust his routines to keep him out of N/E tags?
TagsNo tags attached.
Internal WeightMajor Problem

Activities

GameMaker24

Oct 7, 2012 8:54 am

manager  

Shadow versus NE tag.png (950,870 bytes)

GameMaker24

Dec 23, 2012 10:38 pm

manager   ~0029295

Today I stood behind a continuous vertical wall of N/E tags, as if to taunt a vicious red flower on the other side. Eventually as I stood still it got impatient and jumped into the N/E tags, killing me.

It seems it's not just Shadow Man that can sometimes dash past N/E tags...

Chris_McElligottPark

Jan 20, 2013 2:18 pm

administrator   ~0029986

* Some definite strangenesses could happen with physics if the framerate dropped below about 20fps.
** Now if the game drops below 20fps it will literally slow down the physics and gameplay to keep things correct, rather than getting choppier and incorrect.
** This was the cause of everything from Shadow Man and other things leaping into N/E tags, to the player getting knocked back into a wall.
** Note that also this doesn't really have to do with absolute framerate: a single really slow frame could cause these things before, such as if there was an expensive pathfinding frame or what have you at just the wrong time. Now those things just get smoothed out.

GameMaker24

Jan 20, 2013 6:25 pm

manager   ~0029996

Happiness!

Chris_McElligottPark

Jan 20, 2013 6:56 pm

administrator   ~0030003

Just as an FYI, one great way to test a low framerate is to mash the screenshot button (F12) a lot -- it tanks your framerate temporarily if you keep hitting it, and in fact it always causes a huge lurch for a single frame no matter what.

We actually have thresholds in the code since Valley 1 for things like "min and max frame time before physics get wonky." The problem here was simply that the max frame time was set at about 10fps and the real value needed to be 20fps.

So fortunately this is an issue that we've seen before, and is something familiar. Given unknown kinds of hardware people run, and variable-length frames (versus fixed-timing frames) of a dynamic framerate, this is just one of those little niggles we run into. The old engine that I had for the games prior to us moving to unity 3D used a fixed-timing framerate, so Alden Ridge never had those problems until it was ported to Shattered Haven.

GameMaker24

Jan 20, 2013 7:04 pm

manager   ~0030006

Interesting. I'll keep this in mind.

Chris_McElligottPark

Jan 20, 2013 7:11 pm

administrator   ~0030010

Yep; a lot of the bugs you reported were really all one underlying thing, thankfully.

Issue History

Date Modified Username Field Change
Oct 7, 2012 8:54 am GameMaker24 New Issue
Oct 7, 2012 8:54 am GameMaker24 Status new => assigned
Oct 7, 2012 8:54 am GameMaker24 Assigned To => Chris_McElligottPark
Oct 7, 2012 8:54 am GameMaker24 File Added: Shadow versus NE tag.png
Dec 23, 2012 10:38 pm GameMaker24 Note Added: 0029295
Jan 20, 2013 2:18 pm Chris_McElligottPark Note Added: 0029986
Jan 20, 2013 2:18 pm Chris_McElligottPark Status assigned => resolved
Jan 20, 2013 2:18 pm Chris_McElligottPark Resolution open => fixed
Jan 20, 2013 6:25 pm GameMaker24 Note Added: 0029996
Jan 20, 2013 6:56 pm Chris_McElligottPark Note Added: 0030003
Jan 20, 2013 7:04 pm GameMaker24 Note Added: 0030006
Jan 20, 2013 7:11 pm Chris_McElligottPark Note Added: 0030010