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Aasimar

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It seems I can't repro with a simple case, but maybe it can helps for investigating.
I have sent by email a simple project and Disorder, you can see the latence when you die (Both, flash and iOS), you can also compare with this old version of the death : http://www.stencyl.com/game/play/8451

Jon

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It's affecting both platforms now? Interesting...

Do you recall when this behavior changed?

Jon

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So the issue is that there's a tiny pause between when the actor dies and the scene changes?

Aasimar

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With b56 it's good, with b57 / 58 it's not, with the same behavior.

When I try to copy the actual version of disorder in b56, fade & switch blocks totaly disapears.

Yes, there is a pause before the next action.

Jon

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So you think it's due to a change in the switch/transition scene, not collision, right? (Rhys' problem seems to be collision, yours seems to be scene switch which did change very recently)

Aasimar

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I was thinking about collision, but in fact I think it's the new fade & switch for my case.
The guy collide with an actor, lag, switch.

To really see, maybe I need the old fade & switch, there is an easy way to do that ?

Jon

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Only if you have an older copy of sw.jar on hand.

Aasimar

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With the sw.jar of b56 (who's good) in b57 and b58, the problem still here.
So, I think it's a collision problem.

« Last Edit: October 29, 2011, 06:00:22 pm by Aasimar »

Rhys

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Mine is just an order of operations thing that will be a pain to find. I've yet to figure out exactly why the bullet doesn't register being teleported until 1/2 frames after.

Jon

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With the sw.jar of b56 (who's good) in b57 and b58, the problem still here.
So, I think it's a collision problem.

Could you check the "die" behavior in your game and verify that the value hasn't changed? I'm testing locally on "low" values like 0.1 s and it's working as intended. I can't think of any other reason for the problem appearing in Flash and iOS at the same time.

Aasimar

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  • Posts: 605
The value for the fade and switch is 0, when I moved my folder into b56 it's good, I tried to understand the problem, but no way.. Can't repro in a simple case, very strange

 The behavior is like if collide and not transitioning, switch and reload, value 0 and 1, that's it

Exactly the same as the scene test sent by email

« Last Edit: October 30, 2011, 12:08:30 pm by Aasimar »

Jon

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I'll let you check in the next build if it's addressed to satisfaction. I think I got it.

Aasimar

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You got it, good job !

Rhys

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Level Share and editor's string issues are fixed, but something else (not collision boxes) is causing the mirror to break now. It only happens for flipped mirrors; the bullet goes through to the second but then instantly goes back to the first mirror. I'm not sure why this is only happening for flipped mirrors...

Rhys

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I was thoroughly impressed when I saw that my fireworks scene, that worked at less than 60 on the PC works at 60 on the device. The only jitter was when creating the firework explosions. :)

Anyways, nearly done. There's the level editor labels that are still broken and the transition through day and night to the endgame seems to freeze for a few seconds before returning to normal but missing the scene transition.