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Chris Burrows



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28th July, 2011 at 06:24:08 -

Hello,

Is it possible to speed up a game so it runs double time? Similar to in The Sims when your character is sleeping. So everything still runs as it would, just twice as fast.

It would be a painful process and you would need double the code if you wanted to implement such a speed up manually.

 
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Pixelthief

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28th July, 2011 at 07:05:10 -

Go to "storyboard controls" -> "set frame rate" in the event editor
50 is the default, setting it to 100 would double it.
1000 is the maximum

 
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Chris Burrows



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28th July, 2011 at 18:43:27 -

I tried that and it only increases the speed at which MMF loops the code. Not the speed of movements and animations. Do you know another method that does?

 
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UrbanMonk

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28th July, 2011 at 22:04:19 -

It's going to be difficult to drop something like this into a game that wasn't developed around it.

 
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Pixelthief

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28th July, 2011 at 23:39:26 -

Increasing the frame rates should definitely increase the speed of animations and movements. You might want to adjust the "timer movement" property too, to adjust any upper bounds.

 
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456

Chris Burrows



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29th July, 2011 at 03:04:49 -

Hmmmm this definitely isn't the case for me. Could possibly be my computer. Can anybody run my game and see if it speeds up for them?

http://www.whenthereisnoroominhellthedeadwalktheearth.com/MMF/NoRoomInHell.zip

Holding "CONTROL" increases the framerate to 1000.
Letting go restores it back to 50.

"SPACEBAR" opens doors and you use the "UP" and "DOWN" arrows to enter them. Oh and "ENTER" turns toggles lightswitches.

Ps. The door animation is not actually an animation sequence. They just get resized when you open them, so it makes sense that this is sped up when holding control, because they shrink every time MMF loops the code.

 
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Aruthaz

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29th July, 2011 at 04:39:39 -

Not speeding up :/

 
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UrbanMonk

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29th July, 2011 at 07:58:42 -

The newer updates to MMF add "timer based movements" which makes the speed objects travel using MMF's built-in movements independent of the framerate.
Try unchecking "timer based movements" in the frame properties.

Another thing worth mentioning is the fact that some PC's won't be able to handle large changes in framerate, so to compensate for this check the box "Machine independent speed" in the runtime properties.

I haven't actually tested these suggestions, but they should do the trick.

 
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