> I had everything that moves down the screen under an "Every Tick". I just had to change that to "Every 0.016 seconds" to simulate the same speed at any refresh rate.
I would advise against doing that - very small times in 'Every X seconds' can still actually be framerate-dependent, as noted in the manual. For example if the game dips to 30 FPS on a slower machine, "Every 0.016 seconds" will actually be running every 0.033 seconds, and hence the game slows down in a framerate-dependent way. Also at higher framerates like 120 FPS, you'll have a janky appearance from moving things at a lower framerate than the game is actually rendering at.
The correct solution is, as before, to use dt. There is probably some movement happening in "Every tick" that isn't using dt and ought to be using it.
Sorry for the necroposting.
If there are a lot of mathematical calculations in the events, then on 240 hertz monitors the game will simply increase the CPU calculations by 4 times? And then what happens in a game where the processor is 80% busy? Wouldn't it be more correct to use "Every 0.016" then?
Movement is done through behaviors, but the game has a lot of isometric and perspective calculations.
As I understand it, behaviors with dt and distance/collision checks with "Every 0.016" will not work correctly together?