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*** nerd alert talk below *** In theory, to get MAX FPS, fullscreen turn off grid press 5 to max out desired framerate. My computer takes 129 (complex multi-part animating) sprites or 2,100 small (single-image) sprite objects. I have been told the login and other things aren’t working. And I know how silly it seems to post a tech demo, maybe once you see the full game it will seem more neat. I do appreciate all the support and understanding, and for not burning me alive. In theory, this means if you move the character or look at an animation, it will take the same amount of time as it would if the fps were any other number. Not finishing this game is making us look much worse. Delta is the time, shown in seconds here, between screen refreshes. In order of importance: Art first, finish the code around it, side character design whenever fun and interesting ideas strike, story music soundfx worked in through many passes and play testing to check or add to code/art. From here, you can stress test: press up or right to create sprites until the FPS drops below 60.

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I had wanted to code two separate ‘behind the scenes’ handles for 60fps and 30fps, and add a toggle in the options, but with this way, the game will simply appear the same regardless the fps. I have read this can cause tearing if the fps is out of sync, but I’m sure newer drivers and monitors sync this to where it’s a non-issue. It offers a colorful graphics and interesting plot.