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Thread: animations/actives cause FPS slowdowns?

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    Re: animations/actives cause FPS slowdowns?

    How am I supposed to make a counter determine the max value of frames of an object? for example if different water tiles had different # of frames for an animation, the counters max would have to be different. I don't see an option for 'set counter to max value frames of object'. Just an option for setting counter to max, or min value of counter. I also don't see option to counting the # of frames of the objects animation available. X_X
    So if I set the animation frames of the water to the current value of the counter, and the counter continues to go up, well there's going to be issues.

    And why do the frames have to be limited to the counters value when syncing them togeher? Isn't that why the objects animation frames have their own in the first place?

    I tried comparing if [water tile] frame is different than [water tile] frame, but that doesn't seem to work either. X_X

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    Re: animations/actives cause FPS slowdowns?

    You don't need an option to get the max number of frames, you put that in yourself. If the max number of frames is 5, use this:

    -Waterframecounter >= 5
    + Set Waterframecounter to 0

    Thus you have a "max number of frames"

    The frames have to be limited to the counters value because if there are 5 frames and the counter is 6 or above you will have problems.

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    Re: animations/actives cause FPS slowdowns?

    Okay, say for example, you have a code like this
    repeat while '+' key is pressed = Set FPS to 1000
    repeat while '-' key is pressed = Set FPS to 1
    [X]repeat while '+' key is pressed + [X]repeat while '-' key is pressed = Set FPS to 60.
    This test is for FPS rate testing.

    If I use condition every 00"-15, or Restrict actions for 00"-15 while the synced animations are bound to their counters (or variables), the animations do NOT change speed at all. If I increase FPS speed, everything else speeds up while these synced animations remain the same.

    Would I have to use another Alt.Value to determine time/speed for the animations? For example.
    always - Add 1 to Alt.Value Z (labeled 'Time')
    Alt.Value Z >= 10 (the restricted time): Add 1 to animation counter + Set Alt.Value Z to 0

    Would this help here?

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