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GodsGunman

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About GodsGunman

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    Coder
  • Birthday 08/06/1993

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    Canada, Manitoba
  1. GodsGunman

    Time-Based Wait Instead of Frames?

    Ah, so using something like this will work for using seconds instead of frames for the passing of time? Is there a place that shows how to do this since it requires custom coding, which I haven't done yet with RPG maker? My understanding is if someone has a very slow or very fast computer, 60 frames will go by a lot slower or faster than what I want it to. Sure you can set a limit to how high fps can go, but that only fixes half the problem, and even if slow computers just skip frames to catch up, it's still not exact like seconds/milliseconds are. Basically if you have a slow computer and RPG Maker isn't set up to skip frames for slow computers, then you'll get a long wait instead of a short wait. If you use time instead of frames, then it doesn't matter how slow/fast your computer is, everyone will have the same experience.
  2. GodsGunman

    Time-Based Wait Instead of Frames?

    For example, look at this: http://docs.oracle.com/javase/tutorial/essential/concurrency/sleep.html In java there's a sleep function where you can put in the milliseconds that you want the thread to wait/sleep/stop/whatever. Is there nothing like this supported in rpg maker? I just looked up the sleep function for ruby: http://apidock.com/ruby/Kernel/sleep Would something like that be automatically supported since rpg maker runs ruby? As I said I'm new to RPG maker so I'm not sure how custom coding works with it.
  3. GodsGunman

    Time-Based Wait Instead of Frames?

    My understanding is if someone has a very slow or very fast computer, 60 frames will go by a lot slower or faster than what I want it to. Sure you might be able to set a limit to how high fps can go, but that only fixes half the problem, and even if slow computers just skip frames to catch up, it's still not exact like seconds/milliseconds are. Pretty sure VX Ace caps at 60 FPS at default iirc Okay but as I said that only fixes half the problem lol
  4. GodsGunman

    Time-Based Wait Instead of Frames?

    Did you read the title or the content? I thought I made it pretty clear that I did not want to use frames which was the whole point of this post, is there any other way to wait for time to pass such as local time or something of the like? Graphics and events in the game progress at the speed of the frames, which is why wait uses them. I believed informing you the equivalent frame to seconds may assist you. Obviously it did not assist in the exact manner you wanted but there's really no need to get rude about it. I legitimately tried being the least amount of rude that I possibly could but I mean come on, you clearly did not take even a couple seconds to understand what I was asking and just gave the default answer anytime someone asks about the wait command lol. You also have almost 5000 posts and are a moderator, you see me then ask Quasi about the Time functions that he posted about and choose not to help out, either by saying there is no such thing, you'll look into it, or where to find more info on it. That's not being very helpful. Does anyone have any relevant information to what Quasi was saying in regards to time functions? So far that seems to be the way to go. If anyone needs a reminder on why I do not want to use frames, I'll post this again: My understanding is if someone has a very slow or very fast computer, 60 frames will go by a lot slower or faster than what I want it to. Sure you might be able to set a limit to how high fps can go, but that only fixes half the problem, and even if slow computers just skip frames to catch up, it's still not exact like seconds/milliseconds are.
  5. GodsGunman

    Time-Based Wait Instead of Frames?

    Great, where can I find some more information on that? Is there documentation? Looks like exactly what I want. I'm used to programming for things that have nothing to do with gaming so I don't know a lot about frames. My understanding is if someone has a very slow or very fast computer, 60 frames will go by a lot slower or faster than what I want it to. Sure you might be able to set a limit to how high fps can go, but that only fixes half the problem, and even if slow computers just skip frames to catch up, it's still not exact like seconds/milliseconds are.
  6. GodsGunman

    Time-Based Wait Instead of Frames?

    Did you read the title or the content? I thought I made it pretty clear that I did not want to use frames which was the whole point of this post, is there any other way to wait for time to pass such as local time or something of the like?
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