I tried enabling the override already with very weird results. You would get randomly stuck in the ground for example. And since it doesn't fix the different speeds anyway, doing the events without TimeDelta would be basically the same, right?
Sounds like a bug in your code - by chance, without override, you might get the same sequence of timedelta values - so I doubt that is directly caused by timedelta override. And yes, your application becomes framerate dependent again. However, you can still use timescaling, and you have the useful ability to turn off the override and go framerate independent again!
[quote:1f2b8n6i]Using round(.X) etc like Arima suggested is a quite good method and gives better results. But still you may get stuck where you shouldn't or detectors that are supposed to stop when they overlay solid objects actually stop 1 pixel before. Therefore other events may not be triggered...
I wouldn't advise this purely on the basis it will make motion less precise and you lose the smooth rendering.
[quote:1f2b8n6i][quote:1f2b8n6i]MMF suffers exactly the same problems regarding refresh rate and speed of gameplay as Construct
But then I don't understand why my MMF stuff seems to run exactly the same speed on the tested 60 and 85hz with no special settings, just plain set X to X + 1 stuff. I know I'm stupid but I don't really get it.
I think by default it uses 50fps fixed framerate, V-Sync off (so the display tears). 'Fixed framerate' is a misleading name, because the gameplay speed is still completely framerate dependent anyway: if a low-end computer can only run the game at half the intended framerate, the game only proceeds half as fast. And bleh, tearing displays aren't nice :-
[quote:1f2b8n6i][quote:1f2b8n6i]If you absolutely insist on it being pixel perfect (and I still struggle to get my head round why this is absolutely necessary)
Like it says in the wiki:
"However, some specific games (such as low-resolution pixel-drawn retro games) require movements to be exact to the pixel."
At least I'd like to get close to the pixel perfect optimum. Maybe I should just start using many more pushout events or whatever you may call them.
Yeah, I wrote that - but I'm starting to disagree! You might argue that in your game your player can jump exactly 32 pixels high so you fill your level with 32 pixel high blocks to jump over. Then you turn on timedelta, and you get a 3% random variation, which means 50% of the time you jump ever so slightly less than 32 pixels, and you can't clear the obstacle. I think the correct action in this case is to design a game with 30 pixel high obstacles! In other words, allow for the small random variations. I can't see how this would be a serious issue if you are just starting out your game. I think it would make very little difference - and then you can use motion blur, timescaling, v-sync quality display, framerate independent runtime, etc. etc...