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Thread: Timer-based movement

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export ModuleXNA Export Module

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    Timer-based movement

    i have a problem!
    my game run in Firefox 50 frames, in Google Chrome 40 frames and in MS IE 22 frames.

    in disable "timer-based movement" run the animation slow (Gameplay)

    in enable "timer-based movement" run the values slow and different because of the fps

    what can I do, i need timebased movement and values with the same speed independent of the frames?

  2. #2
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    Re: Timer-based movement

    You could always set the FPS for your game to run at a slower speed like 30fps. Then you'd get the same result on both browsers (and slower computers).

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export ModuleXNA Export Module

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    Re: Timer-based movement

    thx, cant make with 30 frames look like laggy with 30 frames

    50 fps = 2/100 hundreds sec ?

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    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    Re: Timer-based movement

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export ModuleXNA Export Module

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    Re: Timer-based movement

    thx StephenL,

    This article is good and dont work for me = Fastloops and Flash is incompatible

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    Re: Timer-based movement

    By "laggy" do you mean that things move slow at 30 fps?

    What I've been doing with the games I'm making in flash is to drop the fps to 30, then speed up the movement of all objects until it feels fast enough.

    It's sort of a hacky way to do it, but it works.

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export ModuleXNA Export Module

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    Re: Timer-based movement

    yea 30 frames in "disable" Timer-Based Movement is very slow ... test self!


    i have a solution found without fastloop... i share later ... first testing all

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