[Ohrrpgce] Setting fps via scripts

Ralph Versteegen teeemcee at gmail.com
Tue Apr 9 04:42:34 PDT 2019


Hmm, well if there were a command in future which adjusts animation and
movement speeds to compensate it might be called "set framerate" (or "set
tick milliseconds"), and an appropriate name for a cruder command which
didn't do that adjustment might be "override framerate" or "override tick
milliseconds" or similar.
I do kind of regret that the framerate option in Custom is milliseconds per
frame rather than frames per second, but 18.3 fps isn't an integral number!
But now it's milliseconds, so sticking to milliseconds would be simpler.

On Tue, 9 Apr 2019 at 21:42, James Paige <Bob at hamsterrepublic.com> wrote:

> The second one is definitely what I am going for, because it can be done
> very simply. The first would be good and useful, but would require a lot of
> work actually making animation speeds and movement speeds support it
>
> Fps or frame rate might be the wrong name for this command... Maybe "set
> tick size in milliseconds"?
>
> ---
> James Paige
>
> On Monday, April 8, 2019, Ralph Versteegen <teeemcee at gmail.com> wrote:
>
>> There's two different ways in which you might want to change the fps: so
>> that speed of the game, as perceived by the player, stays the same, or so
>> that it changes.
>>
>> -In the first case movement and animation speeds adjust their pixels or
>> frames per tick to stay at the same pixels or frames per second. Not sure
>> about script waits and camera/slice movement commands: that might be the
>> responsibility of the script author, or we might add a bitset which makes
>> 'wait' count in multiples of 55ms rather than ticks, etc.
>>
>> -In the second case nothing is adjusted, so everything appears to move
>> slower/faster. Even keyrepeat speeds up/slows down if you want to be strict
>> about it. It's possible to increase the fps past 60, even to 1000.
>>
>> The second case is useful for fast forwarding, as you might want in game
>> that lets you watch a replay of a level you just played. Someone did
>> request that of me. The script command for this would take a multiplier,
>> not a frame rate.
>>
>> Potentially we could add commands for either or both of the above. I
>> think that for your use case (Axe dartle?) it would make no difference?
>> But I don't want to end up with a script command that causes some mixture
>> of the above effects... unfortunately, adjusting the framerate already does
>> : (
>>
>> On Tue, 9 Apr 2019 at 03:32, James Paige <Bob at hamsterrepublic.com> wrote:
>>
>>> I think I was hesitant about this before, but now I do really want to
>>> add scripting commands that can change fps on the fly
>>>
>>> The obvious use case for me is when you want to script a mini-game that
>>> runs at a different fps than the main game, but I am sure other people will
>>> come up with interesting ways to use it, and that is good.
>>>
>>> I am wondering how it should work. If we had floats in plotscripting it
>>> would be obvious, but since I want it to work with ints I am a bit unsure
>>> which is the best interface
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