posted 01-10- 03:23 AM CT (US) When I played Dinkanoid on my old P133, all was OK. But when I installed it on my PIII 650, the ball was too much quick :(
So I'd have 2 questions: - Is there a way to correct it?
- Is there a bug in Dink.exe. If the ball speed is controlled by wait() procedures or by the sprite speed, so there may be a time bug with latest computers...
Btw, does the timer in Mistery Island is computer-speed dependant? I saw a post about somebody who didn't manage to kill 'em all before timer ending.
Wyndo
posted 01-10- 08:00 AM CT (US)
I thinks it's supposed to be controlled by the built-in timers, but I'd have to look to say for sure... won't have time for that any time soon.
Kornelije Petak
posted 01-10- 12:00 PM CT (US)
I just know that wait() command works differently on different configurations, 1000 means a bit less on 400 MHz than a second...
Zail
posted 01-11- 01:35 PM CT (US)
Processor speed affects Dink's speed, but only if there is excessive sprites on the screen (I think). In SoB, the maze part with all the fire sticks slowed Dink down so much that it was impossible to pass (on my 166 Mhz computer at least). But for a normal amount of sprites with non-complex scripts wait() should work normally.