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Thread: Imput delay?

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    Imput delay?

    CASE 1
    Repate while "Right Arrow" pressed:
    (Active) Set X position to X(Active) + 1

    CASE 2
    Repate while "Right Arrow" pressed:
    (Active) Set internal flag 0 on

    (Active) internal flag 0 is on:
    (Active) Set X position to X(Active) + 1


    As for timing from which the action where the object moves is executed, is case 2 delayed behind case 1?

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    Re: Imput delay?

    Not if the actions are in this order. There would be one frame delay if you had used :
    Flag 0 On : X=X+1

    Repeat while keypressed : set flag 0 on

    Also don't forget to add an action to set flag 0 off (Negate Repeat while keypressed : set flag 0 off, or something like that)

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    Re: Imput delay?

    I realize my answer is rather incomplete : In the example I gave (with the "flag on" event above the "repeat while keypressed" event). There is a delay because "repeat while keypressed" isn't a true event. It would be different with "User clicks with mouse button" for example, since it's a true event, triggered before the normal events

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    Re: Imput delay?

    Is "one frame delay" an event not recommended?

    Does the one frame delay have the influence in the game play?

    I look similar works of both because of the delay of LCD etc.

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    Re: Imput delay?

    It depends what you want to achieve, that's up to you. Most of the time, in an arcade game you'll want the game to respond as fast as possible, so it's probably not what you expect.

    But it's up to you, and probably not noticeable if FPS are high enough.

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