Author
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Topic: speed
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joshriot |
posted 02-19- 10:51 AM CT (US)
i have two computers, one is a bit faster than the other. on this one, when i try to play dinkonoid it goes so fast it is almost impossible to even hit the ball one time. on my other computer however it goes a good speed and i can hit the ball over and over. has anybody else noticed this? the reason im asking is because im working on fire arrows for my d-mod. i created the graphics and they looked great... on this computer. when i tried it on the slower computer it looks good at dinks idle just holding the bow, but when i pull the bow back it takes twice as long as this computer so the flames go slow motion and dont look realistic. is there a way to speed up the animation for slower computers or should i just leave it be, with hope the majority of those playing my d-mod will have a decent computer?
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Beuc
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posted 02-19- 11:55 AM CT (US)
Yep, I've the same thing at home. Check the msg titled "Time Bug". |
FF4LIFE
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posted 02-21- 05:02 PM CT (US)
Actualy, its possible to slow down or speed up the animations. In the dink.ini file they adjust the speed of dink's idle pose as follows:set_frame_delay 12 5 250 set_frame_delay 12 6 250 Do this, and at the begging you could have a test run, like have 3 explosions, all at different speeds, and then the player says which is best, and you set the frame_delay to that every time you call the explosion...or you could just slow it down and have it be too fast for some people, its better than too slow i suppose |
Beuc
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posted 02-22- 06:07 AM CT (US)
Btw, joshriot, you didn't tell me if my script for "character moving" works... I'd like to know, when I help somebody, if it helped actually, and what was the solution.About the different speed idea, that mean you have to set all sprite_delay to 3 different values... It lots of work... I'm not conviced |
redink1
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posted 02-23- 05:37 PM CT (US)
A much easier way to slow or speed up animations would be to just modify the load_sequence line, as so:load_sequence graphics\effects\splode\explo- 69 20 44 47 -15 -13 15 16 load_sequence graphics\effects\splode\explo- 70 40 44 47 -15 -13 15 16 Sequence 69 will go faster than Sequence 70. The number directly after the sequence number determines how long the wait between each frame is (I believe) so it will wait 0.020 seconds between each frame for sequence 69, and .040 seconds for sequence 70. You'd have to use a "How Fast is your computer" thing like FF4LIFE suggested. Then just over-ride the animation using init(""); commands in DinkC. |
Beuc
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posted 02-24- 09:14 AM CT (US)
Ok, but if you want to change the game's speed, then you have to do 500 init()s (for each graphics)? Or didn't I understood? ;) |
redink1
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posted 02-24- 05:14 PM CT (US)
Yeah, pretty much. But if the problem is only obvious with the flaming animation for the fire arrows (as it seems to be, though i could be reading it wrong), it wouldn't be too hard to do. |
joshriot
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posted 03-04- 12:55 AM CT (US)
beuc, the character moving thing didnt work for me, i dont know why. another thing i noticed is when i played mistery island on the slower computer the part where you go through shark infested waters was pretty easy. on this computer it goes fast and is accually very difficult. and like i said dinkanoid is impossible. i dont want to have any "how fast is your computer" thing, it would make it things too complicated. how fast is the average computer these days? this one is from 1998 and i think 500 mhz so its not really the fastest thing around. even if i wanted to make a "how fast is your computer" i would need a ghz computer just to test it and i dont think that will work out. i think the best solution is we all quit playing dink and get a life because its old and outdated ha ha |