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> OLME No-Solids V8.11.4, Oh god, I have perfected it.
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OniLink10
Posted: Nov 2 2008, 08:01 PM
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QUOTE (FoxGuy(R) @ Nov 2 2008, 02:50 PM)
I know but you can simply use frameskipping to get 30fps from 60fps.

How do I do Frame Skipping?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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FoxGuy(R)
Posted: Nov 3 2008, 06:17 PM
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QUOTE (OniLink10 @ Nov 2 2008, 09:01 PM)
How do I do Frame Skipping?

There is alot of methods methods for frameskipping.I normally use the alarm event and use screen_redraw() in a code.Example is alarm 0 set to activate in one step and when activated the alarm will redraw the screen and set alarm 0 to activate every two steps.Simple and still works BUT in this method gamemaker will read the FPS count as the frame you set the room to as for if it's 60 the game will probably read it as 60 when direct X recognizes it as half of that (cause it's the actual frame speed).


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OniLink10
Posted: Nov 4 2008, 12:24 AM
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No Frame Skipping yet, but this is an Anti-Lag Update. biggrin.gif


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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FoxGuy(R)
Posted: Nov 4 2008, 06:05 AM
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QUOTE (OniLink10 @ Nov 4 2008, 01:24 AM)
No Frame Skipping yet

How about simply redrawing the screen every two steps (screen_redraw()) that should achieve frameskipping.Otherwise you can find another mehod or not do frameskipping at all.


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OniLink10
Posted: Nov 4 2008, 10:21 AM
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QUOTE (FoxGuy(R) @ Nov 4 2008, 04:05 AM)
How about simply redrawing the screen every two steps (screen_redraw()) that should achieve frameskipping.Otherwise you can find another mehod or not do frameskipping at all.

You know, it should be pretty easy for you to do that yourself.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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FoxGuy(R)
Posted: Nov 4 2008, 05:17 PM
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QUOTE (OniLink10 @ Nov 4 2008, 11:21 AM)
You know, it should be pretty easy for you to do that yourself.

But what about the people that can't (I already know how)?


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OniLink10
Posted: Nov 4 2008, 07:12 PM
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QUOTE (FoxGuy(R) @ Nov 4 2008, 03:17 PM)
But what about the people that can't (I already know how)?

Make a Tut for them on the Main Site. I dont see any Frame Skipping Tuts there.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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FoxGuy(R)
Posted: Nov 4 2008, 08:29 PM
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QUOTE (OniLink10 @ Nov 4 2008, 08:12 PM)
Make a Tut for them on the Main Site. I dont see any Frame Skipping Tuts there.

The Mushroom Kingdom Emmisaries right?
EDIT:

Create Event:
set Alarm 0 to 1

Alarm Event for alarm 0:
execute code:

screen_redraw()
set Alarm 0 to 2


This post has been edited by FoxGuy(R) on Nov 4 2008, 08:37 PM


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OniLink10
Posted: Nov 5 2008, 10:34 AM
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QUOTE (FoxGuy(R) @ Nov 4 2008, 06:29 PM)
The Mushroom Kingdom Emmisaries right?
EDIT:

Create Event:
set Alarm 0 to 1

Alarm Event for alarm 0:
execute code:

screen_redraw()
set Alarm 0 to 2

Best Tut Ever, now stick it in a GMK and Upload it to the Main Site.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Spritanium
Posted: Nov 5 2008, 07:57 PM
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So what exactly is the point of manually making the fps go to 30 from 60

Why not just keep it at 30


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Posted: Nov 5 2008, 08:11 PM
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Because (I'm assuming) the game feels better at 60, and was designed to play at 60 fps.


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OniLink10
Posted: Nov 5 2008, 08:23 PM
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QUOTE (Spritanium @ Nov 5 2008, 05:57 PM)
So what exactly is the point of manually making the fps go to 30 from 60

Why not just keep it at 30

I want it at 30 FPS, but FoxGuy keeps complaining.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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FoxGuy(R)
Posted: Nov 5 2008, 10:44 PM
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QUOTE (OniLink10 @ Nov 5 2008, 09:23 PM)
I want it at 30 FPS, but FoxGuy keeps complaining.

Sorry about that, it's simply that most 2D console gmes that i've played (snes, gba, nds) had smooth motion and 30fps looks funny on 2D but not on 3D, strangely.


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Black Boo
Posted: Nov 5 2008, 10:51 PM
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I'll check this sooner or later.

But it looks nice.

Actually, I could make a Frame-Skip tut.

It'd be kewl.

IT WOULD KILL LAG FOREVER!

But then the game would get all choppy...

Acceptable losses.

This post has been edited by Black Boo on Nov 5 2008, 10:51 PM


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OniLink10
Posted: Nov 5 2008, 10:51 PM
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QUOTE
Modified Parabolic Method
Enlarge
This is possibly the most accurate method known to replicate Mario physics. It is similar to the Simple Parabolic Method, with an important exception -- the parabola of the jump is modifed depending on the horizontal speed at the time of the jump, so that slower speeds do not yield impossible jumps.

However, this method still has the problem of variable speed and acceleration, and collision detection is still a relatively arduous battle.

Pros:

    * Most accurate replication of Mario physics
    * Extremely smooth control and appearance

Cons:

    * Most difficult to implement
    * Prone to glitches

Yes guys, that's from the Wiki. Thing is, I managed to EASILY implement Modified Parabolic Jumping with NO glitches into OLME NS. Should I edit the Article?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Black Boo
Posted: Nov 5 2008, 10:53 PM
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I swear when I get my hands on him...
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Hell yeah.

You need to teach me this stuff. I can't figure this out.


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OniLink10
Posted: Nov 5 2008, 10:54 PM
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QUOTE (Black Boo @ Nov 5 2008, 08:53 PM)
Hell yeah.

You need to teach me this stuff. I can't figure this out.

Want me to overcomment the Code?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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FoxGuy(R)
Posted: Nov 5 2008, 11:05 PM
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QUOTE (OniLink10 @ Nov 5 2008, 11:51 PM)
Yes guys, that's from the Wiki. Thing is, I managed to EASILY implement Modified Parabolic Jumping with NO glitches into OLME NS. Should I edit the Article?

That's great.Most difficult to implement, wonder if it's good.


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OniLink10
Posted: Nov 9 2008, 02:24 AM
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Big Update! Yeah, I always say that, but now we have:
Fire Mario
Goombas
Invisible Blocks
And More!


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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YForce 0X
Posted: Nov 9 2008, 09:55 AM
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is there a reason why it says mushroom kingdom emissary at the title?
and i can still walk on invisble blocks even when they are invisible


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