I'm afraid I need another helping hand. The project I'm working on will be independent of the framerate, so I heavily make use of TimeDelta.
The warp effect doesn't seem to be safe in this matter. Using a value for the speed leads to nice results as long as the framerate doesn't change drastically. So I tried to use a formula with TimeDelta to compensate and put it in an Always-event. But then the warp effect changes its behavior randomly and drastically in very short periods of time.
The .fx file uses framecounter and multiplies it with the speed, so basically changing speed in relation to timedelta should lead to the result I need, meaning that the warp moves with exactly the same speed no matter how high or low the framerate actually is. At least I think it should
I have set up a cap to show what I mean. Play around with v-synced or unlimited on. There is also a checkbox to switch between the default values and the TimeDelta formula. I only set the speed values as long as the checkbox is checked. When you uncheck, the last set value will be used - and the strange behavior disappears. But then of course it's frame dependent again instead of time dependent.
Does anyone have a solution?
p.s. I couldn't figure out how to switch between v-synced and unlimited mode via events/actions. I try to implement an options menu to let the player decide. I might have missed something, so if anyone can point me in the right direction...