Why does Game Salad break at speeds over 500?

FlyboyTrevy_FlyboyTrevy_ Member, PRO Posts: 148
edited January 2015 in Working with GS (PC)

Why is it that when you set an objects movement at a speed higher than 500 (by typing it in because the slider will only make it go up to 500 obviously) it just goes completely wonky. Objects will continue movement forever, fly around the screen. WTF

500 isnt quite fast enough for what im trying to do here sadly enough.

Comments

  • SocksSocks London, UK.Member Posts: 12,822

    @Darvecard said:
    WTF

    Your question isn't entirely clear as you've only described the problem (and not what you actually want to happen).

    What is it you are trying to achieve ?

  • LovejoyLovejoy Member Posts: 2,078

    Also, is this happening on windows or mac?

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  • FlyboyTrevy_FlyboyTrevy_ Member, PRO Posts: 148

    This is happening on windows, and I didn't think it mattered the situation I was putting it in, because just in general, whenever anything is put above the 500 speed, weird weird stuff happens, that doesnt seem to be related to anything happening in the code at all; Because it all happens only when speeds are above 500. Everything just goes wonky.

    But since you asked, just curious, have you ever done anything with a speed over 500, how, and did it break?

  • LovejoyLovejoy Member Posts: 2,078
    edited January 2015

    @Darvecard said:
    This is happening on windows, and I didn't think it mattered the situation I was putting it in, because just in general, whenever anything is put above the 500 speed, weird weird stuff happens, that doesnt seem to be related to anything happening in the code at all; Because it all happens only when speeds are above 500. Everything just goes wonky.

    But since you asked, just curious, have you ever done anything with a speed over 500, how, and did it break?

    Most of us active users on the forums use macs which is slightly ahead and given more love. This issue is not something I've encountered or heard of.

    What exactly do you mean by "goes wonky", what exactly happens?

    Maybe submit a support ticket and send them your project file to see whats going on.

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  • DaftbombDaftbomb Member Posts: 36

    I'm using Mac, I have actors move at 1200 speed with no issue so far...

  • SocksSocks London, UK.Member Posts: 12,822

    @Darvecard said:
    But since you asked, just curious, have you ever done anything with a speed over 500, how, and did it break?

    Yes, numerous times, no it didn't 'break'.

  • UtopianGamesUtopianGames Member Posts: 5,692

    It only breaks for me at speed of 1 million 900 thousand 3 hundred and fifty three.

  • LumpAppsLumpApps Member Posts: 2,881

    +1 (?)

  • FlyboyTrevy_FlyboyTrevy_ Member, PRO Posts: 148

    hmmm. Might be an issue with the windows version then...

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    Actors move fine at speeds over 500 but it depends on what you're trying to do with them (whether there are collisions, etc.). I just used a Move behavior set to 1000 speed in Windows and it moves smoothly across the scene.

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  • UtopianGamesUtopianGames Member Posts: 5,692

    If an actors going too fast and you have something like if collides with actor B destroy it could miss but you could try changing a self boolean and change it to true when they collide then do if boolean = true destroy

  • FlyboyTrevy_FlyboyTrevy_ Member, PRO Posts: 148

    Dont want to dig up this thread here, but I'm encountering this problem yet again.

    I just have a simple box, that when certain things are clicked its supposed to move to certain coordinates. So (im just throwing numbers around) lets say its a move to command to 768 and 545; At 1500 speed, it sometimes will move to there, and most of the time it will just keep going and fly off the screen in that direction. At 500 speed theres is no problem. I have been doing stuff at over 500 for a while in another project, with only some similar problems going on here and there, but here it happens seemingly consistently.

  • FlyboyTrevy_FlyboyTrevy_ Member, PRO Posts: 148

    Does nobody have any idea why this is doing this? Why an actor wouldnt stop when its supposed to on a move to command?

  • BBEnkBBEnk Member Posts: 1,764

    I tested on Mac and every now and then it would keep going maybe a glitch, so I put it in a rule to help it out never missed after that. maybe try something like this.

  • birdboybirdboy Member Posts: 284
    edited April 2015

    The 'move to' behavior is completely useless on its own, even if you set the speed to a very low value. It might work well in the editor preview and even for the first 100 times you test it on a device but just a small engine hickup at the exact moment of your actor arriving at its destination will be enough to let it fly away. That's something you never want in your game even if it only happens in 1/1000 cases. For example spawning actors always results in these very small lags (on faster devices you won't recognize them as long as there isn't much going on in your scene or you start to spawn multiple actors at the same time) which could result in your 'move to'-actor flying off and away. The higher you set the speed the higher are the chances of this happening of course.

    To solve this you have to use rules like the one BBEnk posted. If you have a fast actor and want it to sit at the exact target position you moved it to you might even have to adjust its position manually after the arrival (otherwise it could end up at x = 546+ insteand of x = 545 for example).

  • FrantoFranto Member Posts: 779

    I encountered the same prob with "Move To" making the actor fly past the coordinates it was to stop at. I just solved it by using a rule that if actor goes past a certain x or y value, then constrain to the coordinate it's suppose to stop at anyway. Solved the problem well, the actor still tries to fly off sometimes, but is immediately returned back to the position its meant to be at thanks to the constrain behaviors and stuff.

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