I’ve made a few different platformer games, just basic ones, and I am testing a few devices before ordering a set for my school class. One major dissapointment is that when I load the .uf2 files, the jumping physics on the device doesn’t work the same as the website simulator. On the physical devices, my characters are jumping almost twice as high as they should. My guess at what is happening is that it has something to do with how the game refreshes or updates on the physical devices differently than the simulator. Is there code I could use to force the game to run the same in both environments? Anyone else having this issue?
Could you share the code for the game you’re using for testing? That would mame the problem easier to identify.
Can I take a look at your code for the jump physics?
You can screenshot it, no rush.
Or atleast the project.
Try using the AY (acceleration y) to replace the game update block.
This is happening because the built in sprite Velocity is based on the time since you started the console (delta time) and not based on the number of game updates (this is to prevent the movement taking different amounts of time on slower devices). Because you are using the On Game Update block to make the gravity happen, which is not based on delta time, it’s getting all messed up when you put the game on devices with different amounts of computational power. To fix this, you should code gravity using the set sprite acceleration y (ay) instead of velocity y. This would also mean you only have to set it when you first create the sprite and not every game update!
@WoofWoof @RedSprite Thanks for the suggestion. I tried it, using acceleration instead On Start, and that works perfectly. Got rid of the velocity on game update. Perfect!! I appreciate your time to look into this. Also thanks Sonicblaston for looking into this too. Solved.