I tried several times to include TimeDelta in the movement engine for my pixel Jump'n'run. But I never managed to get it to work pixel perfect. I noticed that the very last part of the wiki article about TimeDelta basically says �don't bother with it if you're doing a low-resolution pixel-drawn retro game�, at least that's the vibe I got.
I came to think of my old Multimedia Fusion stuff and ran some cca files, which run all the same speed no matter what refresh rate. From what I understand it's because MMF is using a fixed framerate. I saw that there was a Vsync option in the runtime options, which I probably never used before. So I ran the MMF example at 60hz and 85hz. With and without Vsync it runs exactly the same speed, as far as I can tell at least.
My Construct game has obviously a big speed difference between 60 and 85hz when running it Vsynced. Running it with a fixed framerate does solve that problem, but like stated in the wiki article: �Fixed framerate mode... is a poor choice, because it will reduce the display quality by introducing tearing.� And yes, it looks really f****ed up, if you excuse the language.
I don't know what to do with this now. Can't use TimeDelta for pixel perfect stuff, can't use fixed framerate cause the quality is very bad. And I don't want to live with the speed difference either.
I'd love to have fixed framerate in Construct that doesn't affect quality that much, like it seems to be the case in MMF. But of course I don't know much if anything about the engines behind those programs and how they work and all that. You get the idea.
Maybe some pros can enlighten me a little and give some advice on this particular issue.