The game I'm working on now is a puzzle-platformer/shmup'. After a good bit of thought on the mechanics of the game, I've come to the conclusion that it would be better to have it slow down than to skip frames/lose accuracy.
Since most of C2's behaviors are built to function framerate independantly, this has caused me a bit of a conundrum. Here's what I've come up with, placed in context of basic mod of the shooter template(arrow/wasd to move, mouse: look, lmb:fire, rmb:alt fire).
The relevant part is event 4 (and, also 5) bracketed by comments with DELTA-TIME BYPASS (sounds like a dr who plot device...<img src="smileys/smiley5.gif" border="0" align="middle" />) in CAPS:
dropbox.com/s/jhrzbidknfb0f7h/GiveAndTake_TimscaleExperiments_1.capx
I guess it's pretty self explanatory: divide the current fps with the intended fps, then multiply the timescale by the result. This seem to work great on my end, but I'm wondering if anyone else has tried this, and if it's a reliable approach?
I also tried setting it by a framerate average of the past three frames, which seemed to work okay, but was more prone to some occasional herky-jerkyness from the inherent lag.
Also, Ashley: would you consider adding an option in project proprties for a framerate dependant mode? Looks like CC used to have this: it was called "override TimeDelta". I know most games that would need this are physics based -- and in that case, the option already exists -- but there are those of us who would prefer slowdown to skipping. Pretty please?
Cheers, Tim