Hi Cara,

Yes, that is how most professional game developers do it. The update
the player's position every frame or whatever the frame rate is rather
than using a timer etc.

Cheers!

On 7/30/13, Cara Quinn <[email protected]> wrote:
> 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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