fight or flight by zuurr
i'll try to do a better description soon. in the mean time:
how to play: click to guide the player. hold space to aim. when aiming, clicking shoots a bullet. you are in some sort of a base or space ship and need to find a bunch of keys. there are people who want to stop you from doing this with bullets.
its called fight or flight because you can either stand still and shoot or move. i don't really like the name.
how to play: click to guide the player. hold space to aim. when aiming, clicking shoots a bullet. you are in some sort of a base or space ship and need to find a bunch of keys. there are people who want to stop you from doing this with bullets.
its called fight or flight because you can either stand still and shoot or move. i don't really like the name.
| Web (html5) | http://www.thomcc.io/ld34 |
| Source | http://github.com/thomcc/ld34 |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=7728 |
You need to put a limit on the number of times it loops to guarantee 1/60 time slices - 4 is a good number, since games become unplayable when they are less than 15fps anyway, and it would mean that if the game is running at 30hz instead of 60, it won't slow down over time.
I couldnt get the game to build (npm build? still no compiled file)
anyway, this should do the trick - it guarantees that the framerate doesnt drop below 15, and it stops the endless accumilation of time owed
var limit = 4;
while (this.accum >= dt && limit > 0) {
--limit;
++this.ticks;
Vec2.Pool.reset();
this.game.update(dt);
Clock.accumTime += dt;
Input.update();
this.accum -= dt;
++Clock.ticks;
}
// we couldnt catch up - fugedaboudit
if (limit == 0) {
this.accum = 0;
}
I played your game along with several others from this jam and 'reviewed' them here: https://n8r8.wordpress.com/2015/12/22/n8-r8s-8-ludum-dare-34-part-1/