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Thread: RPM - Rage's Platform Movement

  1. #91
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    ragem's Avatar
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    Uploaded a few quick fixes to RPM solving the flickering animation issue and changed around some values with Angle Detection. Also made sure some events in Collision/Angle Detection are deactivated when needed. Update is on Itch and will be on Clickstore soon-ish.

    One thing I noticed when exporting to other formats is that when I tried removing everything but the level design (in the included Super Basic level), there was still a loss of about 20-25FPS in HTML5/UWP. So I'm guessing I'm either a terrible level designer or there's something else going on that I still haven't figured out yet.

    EDIT: I overlooked an issue with the angles on Jump-thru, so I increased the range of detection.

  2. #92
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    For some reason it crashes before the window show up here :S

    Edit: Oh, it was using the HTML5 runtime by default, with crashes here.

  3. #93
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    Whoops, I knew I forgot to change else something over! When ahead and defaulted back to .EXE.

  4. #94
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    Hi ragem, bought your platform engine, I must say it is one of the very best I've seen and trust me I've seen quite a number since the TGF days. I wonder how can it be scaled up to a larger resolution without messing up the code?

  5. #95
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    Thanks for the test with Uwp . but why down 20.25 fps Uwp is not performant? or other problem find for uwp stable fps ?

  6. #96
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    Hey SevenSails, thanks for the support! I guess all of that fooling around with TGF all those years back is starting to get me somewhere. :P Now if I can get off my butt actually make a game...

    You should be fine changing the resolution without messing up the code. The only thing that would need adjustment would be the camera system (provided you decide to keep it), which has two global values that need to be changed to match the resolution. This is so it can properly stop when it reaches the edge of the frame.

    I'm still not 100% sure why it happens with UWP (and by extension HTML5/Android). I tried plopping RPM in some other projects I had lying around, and they all ran at 60FPS when exported. Some of them had tile-based level design and still worked fine, so I'm still confused as to what's the true cause of the slowdown in that example. :X

  7. #97
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    Actually, I think I just figured out the source of the slowdown for those exporters.

    For some reason the pattern I used for the quick backdrop (a simple 8x8 square) caused everything to chug. I tried switching its pattern type, and also used a quick backdrop with a larger pattern, and everything started running smoother. I'm...not sure why that would cause slowdown like that, but it did.

    Angle Detection causes some slowdown as well in UWP/HTML5/Android, so I'd recommend either reducing the Detect Down value (10 should be fine) or disabling it entirely.

    At least that partially solves that mystery.

  8. #98
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    So thank you to the uwp execution speed should be around 60fps?

  9. #99
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    Hi ragem,
    so it's impossible to fix, using your animation system, the HTML5 exported version of the engine? (remember the blink problem when the player shoot/melee attack)

  10. #100
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    As long as you aren't using 8x8 grids for quick backdrops and keep the angle detect low/off, sure! I'm still a bit weary of something else that may pop up, so I'm not sure I want to call for full HTML5/UWP/Android support yet. Maybe just "improved" instead.

    (I still need to see about getting an iOS tested somehow).

    The animation bug was fixed in the latest update currently on Itch (hasn't hit Clickstore yet). It was simply a matter of making sure the animation frame is set inside a Int () function when forcing the frame on the player group. If you only have the ClickStore version, you can PM your order details and I can generate a download key for the Itch version (once I'm back home from work).

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