I think I will name it "override tick milliseconds" I will also give it companion commands "get current tick milliseconds" and "get default tick milliseconds" and probably also a convenience wrapper "stop overriding tick milliseconds"
On Tuesday, April 9, 2019, Ralph Versteegen <[email protected]> wrote: > Hmm, well if there were a command in future which adjusts animation and > movement speeds to compensate it might be called "set framerate" (or "set > tick milliseconds"), and an appropriate name for a cruder command which > didn't do that adjustment might be "override framerate" or "override tick > milliseconds" or similar. > I do kind of regret that the framerate option in Custom is milliseconds > per frame rather than frames per second, but 18.3 fps isn't an integral > number! But now it's milliseconds, so sticking to milliseconds would be > simpler. > > On Tue, 9 Apr 2019 at 21:42, James Paige <[email protected]> wrote: > >> 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 >>>> >>> _______________________________________________ >> Ohrrpgce mailing list >> [email protected] >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> >
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