Platform behavior non fps independant?

Discussion and feedback on Construct 2

Post » Mon Jan 27, 2014 7:41 pm

I made a quick example using DT to reduce the jump.

It breaks at around 10 FPS.

http://johnnysix.net/games/scirra/jumpdelta.capx

Just created a variable for "initial jump" , and had the platform behaviour updated each tick :

initialJump*( ( 60 - ( dt * 60 ) ) /60 )

[ Edit- if I was better at maths I would have written something simpler.
60 is just arbitrary, I just picked it 'cos it's a nice number!]

JohnnySix2014-01-27 19:46:39
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Post » Sat Feb 01, 2014 12:47 pm

@JohnnySix   Thank you! I will implement that trick in my game, even if it still breaks. :(
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