I ran the previous update version 0.76 and the player is falling much faster?
I left the gravity Y to 0 and he falls very fast by default.
I do not use character selection so far and had to set the jump speed to 160 so he can easily jump over 64 units heights.
I mention it because if you frequently jump the camera movement can be tiring to the eye.
In rf 0.78 i used gravity Y -256 and jump speed 60 and the camera did not move so fast to follow the player which did not have to move up that fast.
high speed jump/fall with (RF0.76)
Re: high speed jump/fall with (RF0.76 )
I think i will stick to rf0.78.
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Re: high speed jump/fall with (RF0.76 )
viewtopic.php?f=1&t=5733
First in the list of changes:
First in the list of changes:
Plus, there were some calculations done wrong (like adding velocity to a position vector instead of velocity * elapsed time). Thus the value you have to specify for gravity will differ between 0.76.x and 0.78.x. Acceleration due to gravity should be given in texels/s² for the latter.QuestOfDreams wrote:Fixed gravity frame rate dependency
Re: high speed jump/fall with (RF0.76 )
Thanks.That explains why the moment i tried Y gravity slightly less than 1 the player would slowly fly up like a balloon.Even with value 0.01.
In rf0.78 ,for a platformer style i preferred settings a gravity Y = -96 to -128 and jump speed at least 45.
In rf0.78 ,for a platformer style i preferred settings a gravity Y = -96 to -128 and jump speed at least 45.