I have almost finished my first game Construct 2 , but when testing it on different mobile ( with different power ) , game time is different.
On a mission that lasts 1 minute , on a less powerful mobile becomes more longer.
I understand that I can go slower in this mobile, but is there any way that timers go real in all mobile?
Hello, if you didn't know about it, my first guess is Delta time :
https://www.scirra.com/tutorials/67/del ... dependence
Does that help ?
my problem is in this image
in a slow mobile takes longer than a powerful mobile
Very bad form to use every 0.01 seconds - do read that dt tutorial and implement it (Every tick - progress bar + dt * something) and it will work correctly.
there are those of us know that dt isn't reliable. Heck some people have written very nice long examples as to why jumps are shorter on mobile than they are on desktop. Due to the time instability.
end time = Wallclock + 1 minute
if wallclock > end time then timer over
though, just remember to account for pausing.
Develop games in your browser. Powerful, performant & highly capable.
Also, if a similar structure is used anywhere else ("every x seconds..." with very short time steps), they should be converted to dt logic as well, otherwise the game is likely to have some imbalanced elements depending on platform performance (shooting faster/slower, moving faster/slower, etc.)
Few things should run at fixed timesteps, if any, and these should always be at a lower frequency than the minimum game framerate to guarantee you don't accumulate delays and errors.
I work with DT
arrasia I recommend reading this to learn how to properly use dt https://www.scirra.com/tutorials/67/del ... dependence