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A member registered Oct 19, 2023 · View creator page →

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(1 edit)

Hello,
Apologies for the late reply, I've only now gotten back to this.
I still cant seem to stop the ropes from spazzing out. What value should I give the delta, grav, and fric to do it? I've done a repeat(x)verletSystem.Simulate(1) with x being 3000 and even then they arent still when the game eventually loads.

Also something I noticed: when the game starts, the ropes will be fully vertical on the first frame, and then the other end will snap to the position assigned to it. This causes the spazzing to be way worse than it should be. I fixed this by adding a function that puts the rope segments linearly between the start point and the end point, here's the code if you wanna add it to the implementation:

/// @function SetRopePointsPosition();

/// @description Sets the points to be between the first and last point, instead of being straight down. Reduces initial spazzing.

SetRopePointsPosition = function() {

var first = GetPointByKeyword(VI_POINT_INDEX.FIRST).position.current;

var last = GetPointByKeyword(VI_POINT_INDEX.LAST).position.current;

var dir = point_direction(first.x, first.y, last.x, last.y);

var segment = self.length / (pointAmount - 1);

var len_x = lengthdir_x(segment, dir);

var len_y = lengthdir_y(segment, dir);

for (var i = 0; i < pointAmount; i++) {

pointList[| i].position.current.x = first.x + len_x * i;

pointList[| i].position.current.y = first.y + len_y * i;

pointList[| i].position.previous.x = pointList[| i].position.current.x;

pointList[| i].position.previous.y = pointList[| i].position.current.y;

}

}

(1 edit)

Hello,
So i've been using this library for a while, it's really good. I'm porting my project to this new version, but I'm struggling to make it so the ropes and stuff dont spazz out when the game starts. I used to run the simulation 30 times on the first game frame with high friction, but it doesnt seem to work now.
Any ideas?

Edit: It also seems that increasing the number of points increases the length of the rope. Like, with points set to length/16 I get a much shorter rope than with length/8.

Here.
I'm changing a few things about the level rn (mostly so it looks better), but the way to solve it is like this.

Btw, this is how you're supposed to solve chamber 19.
Is it too out of left field?

ayyyy

Thanks for the feedback man!!


I will try to change some of the stuff you mentioned, specially on the gripes part.

On the wall jump, the reason I limit so you can't wall jump on the same wall twice in a row is to limit the vertical movement of the player.

I do think I can make it more natural by making it check to see if we're jumping on the same wall object instead of just checking if we're trying to jump on the same side of a wall. That'll fix the example you gave.

My bad, it's fixed now.

Wait I misread the comment.
Blacking out after unpausing? That never happened to me.

I think I've fixed that however, it was probably caused by the same structural issue that caused the game to crash when loading a save.
Do try the newest version and see if you can replicate the issue.

Ohhh.
Yeah that has happened to me aswell, I'm trying to fix it but I can't seem to find the source.

One solution I found was to use f10 to set the game to windowed mode

Thank you!!!! Glad you enjoyed it.

I'm going to try polishing it up to fix some of those things, but about the pause menu, what bugs/crashes did you encounter?

Could you show me the crash reports?

That'd help me fix them.

Alright, I uploaded a new version with the fixes.
You should be able to use the save you made in the earlier version by just copying the "axisThumb" and "axisSave" files to the directory of the new version.

Noted.
I just tested here myself with my own save file and got the same crash, but I think I know what to change.

The collision bug however has already been patched.
I'll update the game in a few minutes, thanks for the feedback!