ok ok but WHAT IF
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ok ok but WHAT IF

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DELTARUNE IN LIKE A BIT OVER AN HOUR OR SOMETHING AAAAAA
Unity Scripting API Time - 03 - deltaTime vs. fixedDeltaTime
Unity Scripting API Time - 02 - Why deltaTime in Games ?
How to make the Road move downwards Here’s the basic logic behind this The Road has a pivot point (x,y) as (0,0) on the top right. The Road is placed on the lowest layer in Construct3 The Road is placed at (x,y) (0,0) in the layout so it fits nicely on the top right For every tick (60fps) of the System, the Road has to move a small distance downwards. The Roads Y value = 0 When one tick happens - the Road’s Y value gets a little bit larger i.e Set Road’s Y value equal to Road’s Current Y value + 250 x 60/100 (i.e 60fps)

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Spasman on Delta Timing in Boring Man
From @SpasmanGames on delta timing in games:
I use delta timing to make a "percentage" calculation on how many frames are lost compared to how many frames should be there. This guarantees when Boring Man (a game that was designed to run at 60 fps) only is able to run at 30 fps, your character, bullets, the clock timer, etc don't run slowly and you are not put at a disadvantage, and also since I'm a ding dong and made most things client sided. In a proper case, you would only apply this method to the server side of things, as long as the player's physics is controlled server side. Without delta timing, If the game runs at 30 fps, a minute in-game lasts 2 minutes. And if it were running at 120 fps, an in-game minute would only last 30 seconds. When the game is running at its optimal FPS, this calculation will return as 1. If its running too slow, this value will increase. If too fast, it will decrease. The value will never reach "below" 0. It will always be something like .000001 So, this means when you take a value and multiply it by this equation, the value will increase by a percentage depending on the frame loss. This way, the increments can make up for lost time if the game is running slowly. If the game is running optimally, it will not experience any change whatsoever as it would be being multiplied by 1. The calculation is below. GM:S has the global constant delta_time to do the hard part for you. You can put this in a step event. global.deltaTime = (<frames>/1000000*delta_time) Under <frames> you'll want to put whatever fps your game is designed at. DO NOT use room_speed or fps as they change all the time. Just put a static number like 60. The 1000000 is how many microseconds are in a second, which is what delta_time is uses to do its magic. (I don't really know the mathematics behind delta_time) You would then take global.deltaTime and use it as a multiplier with all instances of relative value increase. You would have to remember and make it a habit to assign this variable to EVERY line of code that involves increasing or decreasing a value. For example: speed += 2 * global.deltaTime is correct. speed -= 2 * global.deltaTime is correct. speed = 2 * global.deltaTime is NOT correct You don't have to assign the variable to code with static value, as you will already know what value they will be at in 1 frame. Doing so will also cause strange results. So its a little hard to wrap your head around but it can make your game run very professionally. You can also have fun with it and apply speed modifiers to the equation. For example, I divide the equation by a variable, so when the variable is set to 2, everything goes into a smooth, Max Payne-like slow motion setting. Hence the birth of the Slow-Mo mutator. Extra reading: http://docs.yoyogames.com/source/dadiospice/002_reference/date%20and%20time/delta_time.html http://en.wikipedia.org/wiki/Delta_timing
You keep fucking Rickrolling me and I feel obligated to listen to the whole thing every time. I know the song better than I ever have before. Fuck you.
god bless