R0J0hound and 99Instances2Go
THX for clearing things up for me
I don't know if this is a bug or a feature and I'm new in C2 so I just was surprised
And I don't know which elements are affected (but I think all of them like timer, wait, ...)
A small example:
Let's build an Astroids clone where an object appears every second and if you have shot 99 astroids your game ends and shows the time it took.
The obj_Astroid - thanks to eg. behaviour bullet which uses dt - will always move the same speed. Doesn't matter which hardware.
But time... (kinda worst case)
Now the classic way of doing it would look something like
every 1 sec | create obj_Astroid
if g_counter >= 99 | set text to wallclock
So if I run on a fast computer I can finish the game in 100seconds
On a slow one the objects appear only every 2 sec in RealWorldTime so I can only finish in 200sec (easy to paly but bad time)
now I change set text to time
The slow computer still gets an obj_Astroid every 2 sec but the finished time shows 100 even if RWT is 200 (almost like cheating)
build custom x seconds
maybe solved - but only time will tell
I still think I will use every x second in future, but now I know that I can't use CS2 the easy way for e.g. Speedrun Games and think about "timed levels" a little bit longer