How would I go about making my game have a dynamic frame rate? What I mean by that is that when the fps go from about 60 to 40 or something, the speed and timing of the objects stays the same?
This has bugged me for the longest time, and I have experimented with it, but I can never get it to work.How would you guys do it? Is it even possible in Game Maker?
Wow. This got way more replies than I expected.. Anyway, blackhole seems to know a lot about this, so I guess I'm gonna have to experiment with with that to understand it fully. And no, I don't plan on staying with Game Maker forever. I'm thinking C++ or Java. Probably Java because it looks similar to GML.
EDIT: Meant C# not C++Both Java and C++ are similar to GML lol.
Whoops I meant C# the advantage that has is being able to make indie games for Xbox. And that sounds really appealing.
It would be easier to just have an adjustable fps instead of dynamic speed altering. So if you noticed you were lagging youd just go into the games settings and switch to a lower fps. Similar to delta time, but you don't have to worry about calculating the fps and can deal with nice fps numbers like 30 instead of 31.3244647. Not ideal for games that are only laggy at certain times, but perfect for a game that constantly lags some computers at 60fps but runs fine at 30fps.
Only thing I've got so far is a way to automatically reduce particle effects if the framerate drops.
particle effects are hard to keep efficient to keep the framerate. But this is usually the case with older computers.
I like kabob's answer. as for me, I dont intend to be a game designer so I really dont care to be this technical. :DAwesome. I'd love to know how you do it.
well, just setup a script called, "delta_time" then put this code in:
Wow. This is amazing. If I ever finish a game with this in it, you're definitely getting credit for this.