xaviserrag Posted May 12, 2015 Share Posted May 12, 2015 Hello,Today i was testing my game on different devices, and on normal/low devices I've been aware of a problem with the tweens.I've noticed that the duration of the tweens when the fps drop from 60 to 30 or less is a lot slower, i thought that the time that you put on the tween was real time, now I supose that the time is an internal clock that is related to the fps.In conclusion, when the fps decrease, the tween is slower than expected. How do you think I could fix this?Thanks Link to comment Share on other sites More sharing options...
qdrj Posted May 12, 2015 Share Posted May 12, 2015 IRC All Phaser releases > 2.2 using fixed timestep so duration of tweens is frame-independent. So I suggest to update Phaser to latest release. Link to comment Share on other sites More sharing options...
xaviserrag Posted May 13, 2015 Author Share Posted May 13, 2015 I'm working on 2.3. Using timescale on the tweens seems to work, but I think that this should be a default behaviour. Link to comment Share on other sites More sharing options...
qdrj Posted May 13, 2015 Share Posted May 13, 2015 It is weird because fixed timestep is specifically designed to fix problem which you have described in 1st post. Maybe you have changed forceSingleUpdate = true somewhere in code? http://phaser.io/docs/2.3.0/Phaser.Game.html#forceSingleUpdate Link to comment Share on other sites More sharing options...
xaviserrag Posted May 13, 2015 Author Share Posted May 13, 2015 I'm working with forceSingleUpdate = false, and yes is a little weird. I'll do this manually with the timeScale until I find another way.Thanks! Link to comment Share on other sites More sharing options...
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