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Author Topic: FPS limit and thumbnail problems  (Read 3452 times)

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DarioP

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FPS limit and thumbnail problems
« on: November 19, 2011, 06:52:33 PM »


Hi everyone, I have this 2 problems that are driving me mad!

1)Frame limit-->We're making this 2.5 D game where there is a full 2d minigame, the problem is that on fast machines, where the fps grows up(>>100FPS) the characters are too fast!I even can't see they move, they just disappear in the point A and appear in B!
How can I Limit the Maximum FPS, or better make the character speed   FPS indipendent?

2)thumbnail Problem--if I save the game on an empty slot, no problem the thumb Image is drawn correctly, but if I overRide an existent slot, the image doesn't update, it remains the same of the previous savegame.
It only Update if i leave the game end start it again.
I read on a previous post that i have to Unload the Savegame window, to uncache the image, i tried, It doesn't work!!
I really don't know what to do.
Thanks for the help ;)
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keybone

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Re: FPS limit and thumbnail problems
« Reply #1 on: November 20, 2011, 03:01:05 PM »

for first problem for each character 3d there is the velocity

ACTOR3DX
{
  NAME = "Actor1"
  CAPTION = "Actor1"
  INTERACTIVE = TRUE
  ACTIVE = TRUE
  SCRIPT = "actors\Lucine\Actor1.script"
  ;SHADOW_SIZE = 12.0
 ;LIGHT_POSITION { -40, 200, -40 }
  SHADOW_TYPE = "stencil"
;  SHADOW_COLOR { 0, 0, 0, 128 }
;  SHADOW_MODEL = "actors\Actor1.x"
  SCALE = 100
  FONT = "fonts\Monotype Corsiva Lucine.font"


  ;--- velocity
  VELOCITY = 35.0  ANGULAR_VELOCITY = 200.0

try ti set this.
if is a 2d sprite/character there is the delay in sprite editor for change velocity of the animation.

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DarioP

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Re: FPS limit and thumbnail problems
« Reply #2 on: November 21, 2011, 08:18:13 PM »

Yes,I know How to control the velocity,the problem is on very fast computers....there the characters move too fast!
I thought about making a script that should be a thing like this
switch(Game.Fps){

case (<60):
Setvelocity(1);

break;

case(>60)
setVelocity(2);
break;





}

that is: control the character velocity depending on FPS.
What do you think about it?
Could it work?
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