

Or do you mean that you would do the fastloop once, and then replace all always events with if trigger>1?Īll movements must use timecalc (milliseconds since last frame) or loops.į.ex if you are doing something that has to do with time or movements and your standard framerate is 50, then when the framerate drops to 25 it must be done two times on the same frame. Sorry, I'm not understanding the "trigger" part very well/ Do you mean that I'd need to use a fastloop for every "always" event (and presumably other types of events to, in many cases)? I hope not, because that sounds like a nightmare to implement, and would surely cause lots of slowdown. This doesn't help to smooth things out with high framerate tho, which is what you mainly want, use the actual timecalc value for that. The above would support a framerate as low as 5fps and still have all your always events accurate. If trigger > 29, do loop "ticker" 1 time, subtract 30 from trigger. If trigger > 59, do loop "ticker" 2 times, subtract 60 from trigger. If trigger > 89, do loop "ticker" 3 times, subtract 90 from trigger. Using loops can help to replace previous "always" events, make a loop called "ticker" which triggers 30(previous framerate) times per second f.ex, add timecalc to a value 'trigger' Timecalc must then be used accurately with all movements in the game, this is tricky but possible. Recommend limiting with a minimum and max value, and can be multiplied to adjust gamespeed.

Timecalc = timer this frame - timer last frame. I made at least one game frame rate independent, basically you'll use the timer value to calculate all changes/movements between frames.
