The second one is definitely what I am going for, because it can be done very simply. The first would be good and useful, but would require a lot of work actually making animation speeds and movement speeds support it
Fps or frame rate might be the wrong name for this command... Maybe "set tick size in milliseconds"? --- James Paige On Monday, April 8, 2019, Ralph Versteegen <[email protected]> wrote: > There's two different ways in which you might want to change the fps: so > that speed of the game, as perceived by the player, stays the same, or so > that it changes. > > -In the first case movement and animation speeds adjust their pixels or > frames per tick to stay at the same pixels or frames per second. Not sure > about script waits and camera/slice movement commands: that might be the > responsibility of the script author, or we might add a bitset which makes > 'wait' count in multiples of 55ms rather than ticks, etc. > > -In the second case nothing is adjusted, so everything appears to move > slower/faster. Even keyrepeat speeds up/slows down if you want to be strict > about it. It's possible to increase the fps past 60, even to 1000. > > The second case is useful for fast forwarding, as you might want in game > that lets you watch a replay of a level you just played. Someone did > request that of me. The script command for this would take a multiplier, > not a frame rate. > > Potentially we could add commands for either or both of the above. I think > that for your use case (Axe dartle?) it would make no difference? > But I don't want to end up with a script command that causes some mixture > of the above effects... unfortunately, adjusting the framerate already does > : ( > > On Tue, 9 Apr 2019 at 03:32, James Paige <[email protected]> wrote: > >> I think I was hesitant about this before, but now I do really want to add >> scripting commands that can change fps on the fly >> >> The obvious use case for me is when you want to script a mini-game that >> runs at a different fps than the main game, but I am sure other people will >> come up with interesting ways to use it, and that is good. >> >> I am wondering how it should work. If we had floats in plotscripting it >> would be obvious, but since I want it to work with ints I am a bit unsure >> which is the best interface >> _______________________________________________ >> Ohrrpgce mailing list >> [email protected] >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> >
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