Hey there y'all,

Maybe I'm missing something here, but rather than using a timer at all, would 
it not be more appropriate to simply calculate a velocity vector each frame 
which could either stay static or change depending on the player's 
surroundings. This way the player's movement could be calculated and performed 
every frame. No timer necessary.

thanks for the great thread!

Smiles,

Cara :)
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On Jul 30, 2013, at 5:11 AM, Thomas Ward <[email protected]> wrote:

Hi Ryan,

Good point. To be honest I didn't think of that. I always trim my
footstep sounds to be the same length so weather you are walking on a
concrete floor or a patch of grass your movement is consistant in my
games. However, I do see your point that a timer would be more
consistent in general.

Cheers!

On 7/29/13, Ryan Strunk <[email protected]> wrote:
> I'm not sure why you wouldn't use a timer to calculate movement rate. If
> you
> rely on whether the sound is playing or not, you run into a whole host of
> problems:
> * If you change the step sound, the game's speed changes.
> * If your floor footstep is shorter than your grass one, you would move
> faster on a floor.
> * If you want to adjust speed either up or down on the fly, you're out of
> luck.
> * Literals, especially such obscure ones, are not a good idea.
> If you're going to have your player move a tile at a time, use a timer,
> then
> have the sound stopped and restarted if it's already playing.

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