Jan Michael Chuaquico wrote:
I don’t understand the problem here. I would be very happy if my app runs at 60+ fps. It only means I won’t have any lag on the graphics. This is only a problem if your game update is based on frames not delta time. If your game update is based on frames (FPS) then I guess the solution that you should work on is how to make your game update base on delta time because that is how it should be. Does this make sense? XD
mmm… maybe I’m not explaining myself good enough. Let’s see. For example the game character has a certain speed, which is used to move the scenario to the left in each update. The speed is a fraction of the screen (so in any resolution the amount is the “same”). The problem I have is that in the device I mentioned the speed is too much, everything flies to the left.
In the same manner, the “physics” are based on the same principle. If the player presses the screen to jump, I apply a certain amount to his Y vector, updating its up speed. When it reaches a maximum, gravity is applied down. This is also applied each update. What happens is that in any other device I’ve tested, the speed, up movement and down movement are just like in Win32, but in this device all of them are WAY TOO FAST.
So, now that I checked that the FPS are around 85, I guess that in a second more updates are called, so each of those numbers are applied more times than in other devices (and that is why it looks faster).
I did it this way because I assumed cocos controlled more or less the amount of updates called each second, but if that’s not always the case, how would you change what I just described so it’s independent of that? Any help would be great!