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Thread: Calibrating PMO for half fps?

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    Clicker

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    Question Calibrating PMO for half fps?

    I always make it so I can cut down the fps in my games from 60 to 30, since on lesser platforms it can often be better to have a lower fps if the performance can't handle 60.
    I usually just have a number I divide or multiply with to counter this. So if something moves 1 pixel every frame in 60fps it will move 2 pixels in 30 fps and it will look like they move at the same speed.
    However I found problem when trying to divide or multiply the values in the PMO object to get the character to behave the same in both fps versions. Have anyone done anything similair before with the PMO object and know what values I need to change to make them behave the same in different framerates?

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    According to the documentation of PMO, the speeds are in pixels per frame, so 200 corresponds to 2 pixels per frame. What exactly is your problem?

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    I have attached an example to show better what I mean.
    The floors speed is always at the same speed since its speed is multiplyed by a value that is doubled when running at 30fps vs 60fps. This is how i normally do everything to get it to run the same on different fps. But I dont know how to double or halve the values in the PMO object so the player object behaves the same in both 30 and 60 fps. As it is now when running in 30 fps the player jumps like he is on the moon, very slow and floaty etc..
    Attached files Attached files

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    Double the values in PMO, such as velocity and gravity.

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    I have tried it, but i cant get it to behave the same

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    bump

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    Quote Originally Posted by Eliyahu View Post
    Double the values in PMO, such as velocity and gravity.
    If I double Velocity and Gravity he barerly gets off the ground

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