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Reply to Re: New Dev File: Dink Exploding Missiles Superfix

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January 20th 2013, 01:05 PM
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shevek
Ghost They/Them
 
I suspect the fast missiles is due to two different timing systems going out of sync.

I don't think this can be the problem. The two timing systems, at least as I made it in my engine, are that the (internal) brains are called once every sp_speed, but the animation runs at sp_timing. For my engine, if the computer can't keep up, the brains are called less often (leading to slower movement), but the animation just skips (it handles, but doesn't draw) some frames, and therefore continues at its normal rate. Why is this a problem? Because sprites hit other things when their animation reaches a "special" frame. So if the animation continues, but the movement doesn't, that influences the place where the hit takes place.

However, hellfire is probably different. The above is about the attack sequence. For my engine at least, missile explosions are triggered from the brain, so if the brain is slowed, there are also fewer hits, and the number of hits per distance is still the same. I think this will be the same in Seth's engine. I suppose this is just another bug in the engine...