If you had a stable problem with your jitters you would hear about it from your game downloaders. ;)
For me personally, I consider typical games like Pacman, Space Invaders to be casual type games as well. ;) One thing I have found in the past few days is, alot of BlitzMax coders seem to develop with very high spec machines. And when they run their game on other end user's computers.... yep... you guessed it.
Bullet Candy for instance, very popular with the forum and from end users, but runs very slow on 2 of my machines. I'd say no faster than 5-10 fps. So if your game has hundreds (1000's??) of sprites, etc, running it on a bloated machine will only make the jitter factor worse.
"I only get jitter feedback from forum members.." Yep, at first I was examining all the pixels in your demo, hunting for jitters and then I was like, "wtf am I doing? Any typical end user wouldn't even notice or care about this!!" :) lol...
For me personally, I consider typical games like Pacman, Space Invaders to be casual type games as well. ;) One thing I have found in the past few days is, alot of BlitzMax coders seem to develop with very high spec machines. And when they run their game on other end user's computers.... yep... you guessed it.
Bullet Candy for instance, very popular with the forum and from end users, but runs very slow on 2 of my machines. I'd say no faster than 5-10 fps. So if your game has hundreds (1000's??) of sprites, etc, running it on a bloated machine will only make the jitter factor worse.
"I only get jitter feedback from forum members.." Yep, at first I was examining all the pixels in your demo, hunting for jitters and then I was like, "wtf am I doing? Any typical end user wouldn't even notice or care about this!!" :) lol...