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I can't really tell how the colliders work but more often that not the ice just got stock in the air. Other than that very nice submission.

Thanks! Yea I'm not sure why that happens. When I played game in my own computer or mobile, it works well but when we tested it in my friends computer, there was some problems. If someone has a solution to this,  I would appreciate to know.

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Sadly i don't know construct, i only use unity. But i do know 2 generel things that might cause this.

1. In unity when working with objects affected by physics you give the object a "Rigid body" which has a component that dictates how often the physics are calculated, in unity its called interpolate/extrapolate. This might be the reason why when you catch an ice-cream and try to whip it upwards, the ice-cream kind of goes into the cone.

2. In unity when handling things that run every frame you use the Update() method. And in unity its important to multiply values in here by something called "Time.deltaTime" which ensures that no matter the framerate, things are handled over the same amount of time.

Ah I think I understand. Because of my friend's computer's faster framerate the physics act faster. I need to study is it possible to use "Time.deltaTime" in Construct. About solution 1. I don't know if there is that kind of thing in Construct. There is "physics"-behavior which might be the same. I need to check if there is possibility to modify calculation values. Thank you for your advices :) !

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That's exactly right! I think i've found something that applies right here. In construct it's also called dt as in delta time. according to the link everything is depending on dt already EXCEPT physics, which is odd. It says to use "Set Stepping Mode" physics action on start of a layout, and choose "Framerate independent." I hope this helps :) 

Thank you very much for your research! It helps a lot. It is strange that physics is outside of dt o_o. I will test your tip next time when I'll make physics based game or make improvements to this game :)