User Tag List

Page 1 of 6 1 2 3 ... LastLast
Results 1 to 10 of 54

Thread: Hardcoded Speed Limit of 100???

  1. #1
    No Products Registered

    Join Date
    Jul 2006
    Location
    Madison, WI, USA
    Posts
    250
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Hardcoded Speed Limit of 100???

    So I was trying to figure out why my phasers had shorter range when I was zoomed in to my closest zoom level and I thought it was just framerate. But I put in a fps meter and it's always at 50. Then I debugged it and I noticed that even my fastest projectiles were going 100, when they should have been going 225.

    Let me back up. Here's how my project is made: I have 3 zoom levels: 1x, 0.5x and 0.25x. At 0.25x, my ships have a speed of about 5, on average. My phasers have a speed of about 60, on average (75 being the fastest one) and my photon torpedoes have a speed of about 25 on average.

    Now, every time I zoom in a level, I double the size of things and have to double the speed of things. But by the time I'm at 1x, the speeds are getting clipped to a seemingly hard-coded (and seemingly arbitrary) speed limit of 100. (I'm not using a pixel-scaling zoom as that didn't look very good for me, I'm using larger sprites).

    I imagine the reason for that fairly low speed limit is so objects don't move so fast that they pass through each other (miss the frame that they would have collided on?) But that seems totally relative, anyway... at a speed of 100, you'll still pass through each other if you're moving in opposite directions and your sprites are small enough. My case is the opposite, though, my sprites are *huge* at 1x zoom and there'd be no chance of missing the collision, even if their speed goes over 100.

    Right now, it pretty much ruins my game if I can't make objects go over the hardcoded speed limit of 100. Someone please tell me there's a fix or workaround for this???

  2. #2
    No Products Registered

    Join Date
    Jul 2006
    Location
    Madison, WI, USA
    Posts
    250
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Hardcoded Speed Limit of 100???

    So I was trying to figure out why my phasers had shorter range when I was zoomed in to my closest zoom level and I thought it was just framerate. But I put in a fps meter and it's always at 50. Then I debugged it and I noticed that even my fastest projectiles were going 100, when they should have been going 225.

    Let me back up. Here's how my project is made: I have 3 zoom levels: 1x, 0.5x and 0.25x. At 0.25x, my ships have a speed of about 5, on average. My phasers have a speed of about 60, on average (75 being the fastest one) and my photon torpedoes have a speed of about 25 on average.

    Now, every time I zoom in a level, I double the size of things and have to double the speed of things. But by the time I'm at 1x, the speeds are getting clipped to a seemingly hard-coded (and seemingly arbitrary) speed limit of 100. (I'm not using a pixel-scaling zoom as that didn't look very good for me, I'm using larger sprites).

    I imagine the reason for that fairly low speed limit is so objects don't move so fast that they pass through each other (miss the frame that they would have collided on?) But that seems totally relative, anyway... at a speed of 100, you'll still pass through each other if you're moving in opposite directions and your sprites are small enough. My case is the opposite, though, my sprites are *huge* at 1x zoom and there'd be no chance of missing the collision, even if their speed goes over 100.

    Right now, it pretty much ruins my game if I can't make objects go over the hardcoded speed limit of 100. Someone please tell me there's a fix or workaround for this???

  3. #3
    No Products Registered

    Join Date
    Jun 2006
    Posts
    302
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Hardcoded Speed Limit of 100???

    code your own projectiles. If you use the inbuild MMF shooting or movements, they are all capped at 100 speed.

    If you need help doing that, have a look at this example:

    http://clickteam.com/center/showflat.php/Cat/0/Number/7252/an/0/page/2#Post7252

    It shows how to make nice bullets. However, for torpedos and things that change direction during flight you might need to code with an Abstract X and Y, and then X and Y motion values instead.

    if this means nothing to you, please reply so that i can explain.

  4. #4
    No Products Registered

    Join Date
    Jun 2006
    Posts
    302
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Hardcoded Speed Limit of 100???

    code your own projectiles. If you use the inbuild MMF shooting or movements, they are all capped at 100 speed.

    If you need help doing that, have a look at this example:

    http://clickteam.com/center/showflat.php/Cat/0/Number/7252/an/0/page/2#Post7252

    It shows how to make nice bullets. However, for torpedos and things that change direction during flight you might need to code with an Abstract X and Y, and then X and Y motion values instead.

    if this means nothing to you, please reply so that i can explain.

  5. #5
    Clickteam Clickteam
    Anders's Avatar
    Join Date
    Jun 2006
    Location
    Denmark, Århus
    Posts
    3,456
    Mentioned
    5 Post(s)
    Tagged
    1 Thread(s)

    Re: Hardcoded Speed Limit of 100???

    The inbuilt movements has theese limits (don't ask me why, I think this limit is a leftover from the KnP,TGF days)
    It is however quite easy to work around using fastloops and other custom methods. For example you can move the objects manually with a little bit of trigenometry and then use the "Move Safely 2" object to make sure no objects miss a collision because they move too fast. <img src="/center/images/graemlins/smile.gif" alt="" />

    Move safely works like this:
    You add your object to the Move Safely object. Before you move the object, you use the 'prepare safely' action. Then you move the object say 225 pixels in some direction and then you use the 'commence safety procedure'. Then the move safely object will automatically move your object in small steps to the destination, each time calling a callback condition "On safety" (works like a fastloop condition). In this callback (triggered condition) you check for collisions and then use 'stop safety' when the object collides with something.

    It is much more accurate than MMF2. MMF2 allready breaks the movement of fast objects into smaller pieces to prevent objects 'jumping' over each other but Move Safely object does this as accurate as you want it to. <img src="/center/images/graemlins/smile.gif" alt="" />

  6. #6
    Clickteam Clickteam
    Anders's Avatar
    Join Date
    Jun 2006
    Location
    Denmark, Århus
    Posts
    3,456
    Mentioned
    5 Post(s)
    Tagged
    1 Thread(s)

    Re: Hardcoded Speed Limit of 100???

    The inbuilt movements has theese limits (don't ask me why, I think this limit is a leftover from the KnP,TGF days)
    It is however quite easy to work around using fastloops and other custom methods. For example you can move the objects manually with a little bit of trigenometry and then use the "Move Safely 2" object to make sure no objects miss a collision because they move too fast. <img src="/center/images/graemlins/smile.gif" alt="" />

    Move safely works like this:
    You add your object to the Move Safely object. Before you move the object, you use the 'prepare safely' action. Then you move the object say 225 pixels in some direction and then you use the 'commence safety procedure'. Then the move safely object will automatically move your object in small steps to the destination, each time calling a callback condition "On safety" (works like a fastloop condition). In this callback (triggered condition) you check for collisions and then use 'stop safety' when the object collides with something.

    It is much more accurate than MMF2. MMF2 allready breaks the movement of fast objects into smaller pieces to prevent objects 'jumping' over each other but Move Safely object does this as accurate as you want it to. <img src="/center/images/graemlins/smile.gif" alt="" />

  7. #7
    No Products Registered

    Join Date
    Jul 2006
    Location
    Madison, WI, USA
    Posts
    250
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Hardcoded Speed Limit of 100???

    I was afraid that's what people were going to say ("write your own movement and collision handler!"). That really sucks when all I need is for them to be able to move a little faster.

    Clickteam? Any possibility of raising this limit? On my 800x600 screen, a limit of 100 is kind of harsh.

  8. #8
    No Products Registered

    Join Date
    Jul 2006
    Location
    Madison, WI, USA
    Posts
    250
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Hardcoded Speed Limit of 100???

    I was afraid that's what people were going to say ("write your own movement and collision handler!"). That really sucks when all I need is for them to be able to move a little faster.

    Clickteam? Any possibility of raising this limit? On my 800x600 screen, a limit of 100 is kind of harsh.

  9. #9
    Clickteam Clickteam
    Jeff's Avatar
    Join Date
    Jun 2006
    Location
    Battle Ground Washington
    Posts
    11,825
    Mentioned
    8 Post(s)
    Tagged
    2 Thread(s)

    Re: Hardcoded Speed Limit of 100???

    I am inquiring about this to Francois.
    Hopefully he can bump it up in a future update.

  10. #10
    Clickteam Clickteam
    Jeff's Avatar
    Join Date
    Jun 2006
    Location
    Battle Ground Washington
    Posts
    11,825
    Mentioned
    8 Post(s)
    Tagged
    2 Thread(s)

    Re: Hardcoded Speed Limit of 100???

    I am inquiring about this to Francois.
    Hopefully he can bump it up in a future update.

Page 1 of 6 1 2 3 ... LastLast

Similar Threads

  1. Max((Limit) need help
    By warlords in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 20th August 2013, 03:19 PM
  2. INI Limit?
    By Bipolar_Games in forum Multimedia Fusion 2 - Technical Support
    Replies: 29
    Last Post: 20th November 2012, 03:39 PM
  3. 34k limit
    By RickyRombo in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 27th May 2011, 02:18 PM
  4. Set speed to speed -1 no longer works?
    By 00J in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 13th November 2007, 06:13 PM
  5. WAV limit
    By DeepGames in forum The Games Factory 2 - Technical Support
    Replies: 9
    Last Post: 24th October 2006, 12:09 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •