GMS 2 delta_time breakpoint problem...

Discussion in 'Programming' started by DarklinkFighter, Jan 11, 2019.

  1. DarklinkFighter

    DarklinkFighter Member

    Mar 25, 2018

    I am currently creating a Cutscene System and when I test the game in debug mode the delta time calculation does not freeze while Custom Error Messages Show up or Breakpoints are triggered...
    This totally destroys my verification of the movement code while debugging :/

    Is there a way to get arround that?
    I implemented the delta time like that:
    /// deltaTime.gml
    return delta_time / 1000000;
    Then I tried to debug if my Custcene System works while putting a breakpoint here:
    /// obj_scene - CREATE EVENT
    rpgms_scene = [];
    rpgms_scene_playing = true;
    lastActionResult0 = noone;
    action_add(move, [, Direction.DOWN, 3 * 32, 3], true);
    action_add(move, [, Direction.RIGHT, 3 * 32, 3], true);
    /// obj_scene - STEP EVENT
    if (!rpgms_scene_playing) {
    var actionCount = array_length_1d(rpgms_scene);
    for (var i = 0; i < actionCount; ++i) {
            var actionSettings = rpgms_scene[i]; // <<=== BREAKPOINT HERE
        var alreadyDone = actionSettings[4];
        if (alreadyDone) {
        var action = actionSettings[0];
        var actionParams = actionSettings[1];
        var waitForEnd = actionSettings[2];
        var actionProgress = actionSettings[3];
        // Execute Action
        var isDone = script_execute(action, actionParams, actionProgress);
        actionSettings[4] = isDone;
        // Check if the action wants that the following actions wait...
        if (!isDone && waitForEnd) {
    A breakpoint there + my verification time that all the values are correct + the array progress references update correctly will result in huge pixel movements or waiting time values...
    I thought that game maker will freeze the time for breakpoint mode?
  2. Smiechu

    Smiechu Member

    Jul 14, 2017
    First of all you should add a threshold to your delta time implementetion becouse the "big jump" issue will occur by ton of other situations... potentially causing serious bugs.

    Simply add the clamp function and set the scope in which the dt should be held.
    It is reasonable to set the max value i.e. to approx 33ms (15fps). Top value depends if you have unlocked the game speed or not.
  3. DarklinkFighter

    DarklinkFighter Member

    Mar 25, 2018
    Do you mean something like that?
    var realDeltaTime = delta_time / 1000000;
    var fallBackDeltaTime = game_get_speed(gamespeed_microseconds) / 1000000;
    return (realDeltaTime < fallBackDeltaTime) ? realDeltaTime : fallBackDeltaTime;

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