I don't think there is a way to limit the refresh rate afaik.
However, if you properly used dt everywhere you're supposed to it should not matter. If you're having situations where a high refresh rate is affecting your gameplay, low framerate on a low end device would presumably also result in problems.
Triggers should still work properly. Collisions for fast moving objects normally have more issues with lower framerates when more pixels are skipped, but that should not be an issue with stepping enabled.
Note that you don't want to use dt with behaviors. Behaviors (except physics) already use dt, so if you use dt expressions to control behaviors, you'll actually make them framerate dependent again.
Interesting. Good to know. I'm having the issue an enemy using the platform behavior. Moving right through an object that alters one instance variable(checking the direction), which then changes the direction, and whether the image is mirrored or not.
Works fine at 60hz. They move through them pretty often at 185hz. I have not tested it at lower refresh rates though.
EDIT: The game with the glitching enemy works fine at 120hz. Speeds seem fine, and everything works as it should. That collision just seems to wonk out at 185hz.
The other game I have just about ready for release, is a never ending vertical scrolling shmup for the Android Play Store. I could make a version for 120hz phones, if needed, just by halving the speeds. I have all the background layers, enemies, and collectibles move a set speed down the screen each tick. I sort of enjoy it more at 120hz, as it's more challenging. I'll make a comment in the games description, and see what players want.
Either way, thanks for responding to the thread oosyrag