As a ROBLOX developer, it is pretty hard to Solo-test games and not have input lag around. I am a platformer game developer (currently making towers for Eternal Towers of Hell, actually) and it’s pretty bad, to the point that I have to enter the game using the Client to play normally.
This is why I propose a detached testing environment that runs a very basic version of the Roblox Client, without the main app functionality, which should run independent of Studio and it’s all plugins. This will hopefully reduce the lag present in the testing workflow of many developers and ensure quick prototyping and testing of games.
Why? Mouse polling rates are inconsistent in Studio because it has to run all of the server-client work on one instance which also handles the testing mode. Having a detached instance communicating with Studio’s local servers will remove a lot of the lag involved with Studio’s internal processes interfering with the Test Mode.
I have no idea on how the team could work with this being enabled with Team Test, but having a testing environment independent of Studio should reduce a lot of the testing lag.
What’s wrong with just playtesting the game with the actual client? Yeah Studio testing is laggier but it gives you much more control and details on how the server and the client(s) behave. If you want to purely test mechanics that require better performance, you can do that ingame.
I have a project due in a month so it would be pretty nice to have an option to playtest faster and still have accurate physics behavior (obstacle physics are dependent on FPS).
Excuse me??? How did you do this? This is exactly what I’ve been searching for!
One thing though - stuff like truss flicks and whatnot don’t work. Could you add a little coyote time that triggers when your Running state is enabled?
I did some changes to jumping and I think it should be fine now.
If you want to continue this conversation, please do it in the plugin’s post since it would be off-topic here.