Open erichstuder opened 1 year ago
This is version 0.6.2. The latest non nightly release is 0.6.3. This issue is irrelevant anyways as the levels are getting revamped.
The timing changes from run to run. I would expect the timing to be always the same an in a way to pass them without shooting them.
Inconsistency probably comes from the fact that objects are loaded at different times depending on how and where player moves since there is something like "active area" inside of which objects are updated and outside not.
@erichstuder In short, this is an engine problem. Basically, everything that is too far from the player is "frozen in time" to avoid calculating their movements, which saves some CPU time and allows making big levels without lag. That causes a desynchronization of the enemies depending on where you are in the level over time.
There's no easy way to avoid this, unfortunately, except restarting the level and hoping that the enemies are properly synchronized.
The good news is, this level is known to be excessively difficult, and will be replaced in the future.
In the meantime, perhaps the engine should be adapted to account for this? (@ devs)
SuperTux version: 0.6.2 System information: Debian 11, 64 bit
In the level Toser Of Ghosts the two enemies seen in the picture sometimes have strange jumping timing making it impossible to pass them by without shooting them. The timing changes from run to run. I would expect the timing to be always the same an in a way to pass them without shooting them.
By the way: Great game! Can't wait for the next version!
Regards Erich