Now, to digress my own topic. Okay - I've been using Constant Framerate because I guess I'm really really anal about things working the same way every time. While using delta time to fix general movement speed wouldn't be too hard, I'm going to venture a guess that I'm probably working on one of the most complex construct games at this time (since I'm dumb and am not waiting for 1.0 ) -- while also not being the most qualified person to do it.. Thus creating what will be a huge, unwieldy engine held together by duct tape (Perhaps I'm too hard on my self. :O)! Anyways, delta time would have to be applied to pretty much every event and I'd have to worry about variables that used to have a clean, whole number progression changed to decimal progression (can't use = anymore :<) and blahblahblah. Could it be done? I'd guess 'Probably' -- but not by me!
Anyways, I did some testing with V-Sync to see if the timing issues with refresh rate is really that bad. Perhaps something was wrong on my end, but it seemed like instead of trying to run at 120 frames per second, it just tried to sync up as closely as it can (Interlacing frames?). Now if that is right, running V-Synced wouldn't be that bad, speed wise (I'd rather things be faster or slower and work consistently than let things possibly playing differently on other machines). Problem was, animations were still moving at the same speed they normally would, which is hella bad for me, because I key some events to the timing of animations (Attacks, generally. Most other stuff isn't as important). Now if I could realistically make the engine run at full speed on any engine this wouldn't be an issue, but as I've pointed out above, I don't believe that is realistically feasible.
So now I have some things to consider...
Do I try and work delta time into the engine? (noooo ;__;)
Do I make my own animation engine to run animations on a per tick basis? (Would be obnoxious to do, but no reason it shouldn't work)
Do I keep developing at fixed rate 60? (Oh god I wish that was the best option)
OR
Do I beg for an option in a future build that can set animation to a tick based timing, rather than a delta timing? (I like this one a lot and I think there is a case to be made for a feature like this!)
And just for the hell of it, any way we could eventually get an option to turn vsync on and off in game? I think this would make a useful option in a games setting screen, though I could always just compile two different EXEs. Not a huge deal, but I figured I'd ask while I've digressed this far, even though I'm guessing 'no'.
Anyways, sorry for being long winded and probably coming off as stubborn!