So apparently the only way to achieve smooth 1-pixel movement is by not using dt, and fixing the min framerate to 60fps.
Yes, I sacrifice vsync, but it looks super smooth on all the devices I tested on. It's a super tiny game that takes hardly any CPU and RAM, 60fps should be easy to maintain.
It's also how old arcade games used to do it. Granted, they had unwavering 60fps, due to fixed hardware.
I don't have access to a 120hz monitor, but if what you say is true
Ashley, then it will run at double speed. Is there a way to fix the max framerate to 60? Should I just edit the .js?
From this article: http://www.learn-cocos2d.com/2013/10/ga ... me-or-not/
[quote:p7b7x8s3]Even today, framerate-dependent gameplay is the de facto standard for 2D games on gaming devices with a locked refresh rate (meaning: vertical synchronization is always enabled).
[quote:p7b7x8s3]Most moderately complex games employ a game simulation module that is updated at a fixed rate regardless of the framerate. This game simulation is completely separated from the visual side of things, just like OpenGW. Many games can do away with a 30 Hz or even a 10 Hz update rate of the game simulation. The delta time is only applied to the visuals.
What happens is as follows: the game world is updated once every tenth of a second and rendered to the screen in the same frame. The visual side then (linearly) interpolates the current game object’s positions by multiplying their velocity with the delta time for the next 5 frames, until in the 6th frame the game world is updated once more.
Could we have something like that in Construct? A simulation of fixed fps. It makes *SO* much sense for an engine that only does 2D games