...sorry Anthony, but I am a real 2D lover, and I hate 3D. 3D killed 2D with all this eye-candy "effects" like lightening, etc. Sorry, I like simple 2D like the NeoGeo can do, I like hand-drawed graphics. I saw somewhere in the net you was wainting for a long time to do "blurred" graphics... but I like pixels !!! I prefer game using mod-like game music insted of "simple" wave or MP3-like. That's just my vision of things :/
By the way, I like your graphics and your clay style. "Cleytus" looks good, but I can't say more, I didn't play it for the moment !
Game-timming for 60hz : here is what I am using for my next game.
Option00=0, set your directX to 60hz. The game buffer will flip with the monitor ( perfect )
Option00=1, slows the game by the time elapsed ( not good ) between too frames.
Option00=2, alternative method, it will "count" your refresh rate every seconds and make a "smoth" variable. The game could "fake" a 50hz or 60hz method, so the game could run a little bit slower depending of your monitor refresh rate ( good ).
Put this at the begining of the main loop :
By the way, I like your graphics and your clay style. "Cleytus" looks good, but I can't say more, I didn't play it for the moment !
Game-timming for 60hz : here is what I am using for my next game.
Option00=0, set your directX to 60hz. The game buffer will flip with the monitor ( perfect )
Option00=1, slows the game by the time elapsed ( not good ) between too frames.
Option00=2, alternative method, it will "count" your refresh rate every seconds and make a "smoth" variable. The game could "fake" a 50hz or 60hz method, so the game could run a little bit slower depending of your monitor refresh rate ( good ).
Put this at the begining of the main loop :
NIPS00#=0.0;nombre d'image par seconde NIPS01#=0.0;millisecs() du jeu NIPS02#=0.0;millisecs() du jeu Tampon NIPS03#=0.0;difference entre les deux tampons NIPS04#=0.0;calcul du nombre de boucle par seconde approximatif NIPS05#=0.0;calcul du nombre de boucle par seconde approximatif tampon SpriteMove#=0.0 Option00%=0;select your game timming mode Select Option00 ;******************************************************************* Case 0;60hz ;mise a jour NIPS00=1.0 ;******************************************************************* Case 1;normal ;calcul du nombre d'image par seconde NIPS01=MilliSecs();mise a jour NIPS03=(NIPS01-NIPS02);difference entre millisecs() Tampon et millisec() ;mise a jour du tampon NIPS02=NIPS01;mise a jour millisecs() Tampon ;mise a jour NIPS00=(NIPS03/(1000.0/60.0)) If NIPS00<0.0 NIPS00=0.0 If NIPS00>1.0 NIPS00=1.0 ;******************************************************************* Case 2;60hz alternatif ;mise a jour NIPS01=MilliSecs() NIPS04=(NIPS04+1) ;mise a jour toutes les secondes If NIPS01>=NIPS02 NIPS05=NIPS04 NIPS04=(-1.0) NIPS02=(MilliSecs()+1000.0) ;mise a jour NIPS03=(60.0/NIPS05) Mod 0.25 NIPS00=((60.0/NIPS05)-NIPS03) ;mise a jour If NIPS00<0.0 NIPS00=0.0 If NIPS00>1.0 NIPS00=0.0 EndIf End Select ;moving sprite 1 pixel per loop SpriteMove=(SpriteMove+(1.0*NIPS00))