I need help with 'deltatime' and the platform movement object.

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • I have a deltatime system set in place that I got from an article by Seele, and I've applied it to my camera object and everything else in the game. (I use it to maintain game speed regardless of frames per second).
    I have gotten to the point where I am programming movement for my player, but I've come across an issue where when at a higher framerate, such as 144, the movements on the PMO are much faster than when the game is at 60 (I have a toggle key to switch between 144 and 60)

    Is there a way to plug deltatime into the PMO or will I need to make fastloop based platforming movement from scratch?

    Article from Seele
    Please login to see this link.

    Edited once, last by Noavim (November 11, 2023 at 2:14 AM).

  • Hey, yes, I'm working on a upgraded version of PMO, first feature was exactly DeltaTime.
    I already has other stuff like Jump Input Buffer, Multiple Jumps, Coyote Time, etc
    And a lot more planned as well... I'm reworking every aspect of it.
    I should soon enough release the first test version on my Please login to see this link./Please login to see this link..
    So if you want to help me working more on it, you can always subscribe and be the first to have it.

    Edited once, last by NaitorStudios (November 14, 2023 at 7:35 PM).

  • Hey, yes, I'm working on a upgraded version of PMO, first feature was exactly DeltaTime.
    I already has other stuff like Jump Input Buffer, Multiple Jumps, Coyote Time, etc
    And a lot more planned as well... I'm reworking every aspect of it.
    I should soon enough release the first test version on my Please login to see this link./Please login to see this link..
    So if you want to help me working more on it, you can always subscribe and be the first to have it.

    This would be awesome, I can't wait.

  • Sorry for the late response, But thanks! Great to hear that NaitorStudios is working on a new version of PMO.

    I decided that maybe it would be best to have the projects framerate locked at 60 fps for now, just due to the systems I have in place already.

    Once again, Thanks!

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!