[Ohrrpgce] Setting fps via scripts
James Paige
Bob at hamsterrepublic.com
Tue Apr 9 07:00:03 PDT 2019
I think I will name it "override tick milliseconds"
I will also give it companion commands "get current tick milliseconds" and
"get default tick milliseconds" and probably also a convenience wrapper
"stop overriding tick milliseconds"
On Tuesday, April 9, 2019, Ralph Versteegen <teeemcee at gmail.com> wrote:
> 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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