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30 fps. 
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Joined: Mon Mar 07, 2016 12:46 am
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More like dirty fps, am I right? ...
Anyways...
As far as I understand things, the 30 fps cap would be excessively difficult to remove by way of how the game's coded, but the throbbing headache after just 20 minutes of playing compels me to gently ask...
Is there NO way at all this will ever run at 60+ fps?
Having to try and interpolate 30 fps in action games always causes me eye-strain, but in an action game as fast paced as this, I'm in very literal pain almost immediately. The game seems like so much fun otherwise, and there are so many instances where I'm begging to see the nitty gritty of what's happening mechanically so I can learn the game, but this framerate (and irregular framepacing, but that's relatively minor) is putting both a hard cap on how much I can learn per match as well as how long I can play before I need to give my eyes a break. And apparently that limit is 20 minutes. It's a pretty big bloody problem. T-T


Sun Oct 14, 2018 9:55 am
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Meteor7 wrote:
More like dirty fps, am I right? ...
Anyways...
As far as I understand things, the 30 fps cap would be excessively difficult to remove by way of how the game's coded, but the throbbing headache after just 20 minutes of playing compels me to gently ask...
Is there NO way at all this will ever run at 60+ fps?
Having to try and interpolate 30 fps in action games always causes me eye-strain, but in an action game as fast paced as this, I'm in very literal pain almost immediately. The game seems like so much fun otherwise, and there are so many instances where I'm begging to see the nitty gritty of what's happening mechanically so I can learn the game, but this framerate (and irregular framepacing, but that's relatively minor) is putting both a hard cap on how much I can learn per match as well as how long I can play before I need to give my eyes a break. And apparently that limit is 20 minutes. It's a pretty big bloody problem. T-T

i can definitely relate, but this is flash we're talkin' here, bud. i know you're aware of this, but as far as i know, 60fps isn't possible without having to change a lot of code to edit how many frames it takes for a fighter's attack/animation to start/go out.

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Sun Oct 14, 2018 11:59 am
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60 fps would require literally every animation in the game to get double the amount of animation sprites, every single move/animation being recoded to fit the new frame rate and probably a bunch of other stuff Im missing too. Not gonna happen unless Cleod9 himself puts all the spriters in his little working jail cell for the next few years and decides to stop caring about the filesize/a scheduled release within this decade.

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Wed Oct 17, 2018 11:06 am
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The Dark Chibi Knight wrote:
60 fps would require literally every animation in the game to get double the amount of animation sprites, every single move/animation being recoded to fit the new frame rate and probably a bunch of other stuff Im missing too. Not gonna happen unless Cleod9 himself puts all the spriters in his little working jail cell for the next few years and decides to stop caring about the filesize/a scheduled release within this decade.

nope, to have 60 fps, they don't need to double the amount of sprites in animations, rather, they would have to double values in every variable, like horizontal_speed, jump_height, gravity, frame_length, change some code and a lot of that kind of staff, but not add new frames(sprites) to animations.

edit: not double the stats like speed and jump, rather divide them by 2


Last edited by Darlock on Sat Oct 20, 2018 3:03 pm, edited 1 time in total.



Fri Oct 19, 2018 11:45 am
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I don't mind SSF being on 30fps. They're not a big team and they would have to do a lot of work for the game to be in 60fps.

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Fri Oct 19, 2018 8:06 pm
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Darlock wrote:
The Dark Chibi Knight wrote:
60 fps would require literally every animation in the game to get double the amount of animation sprites, every single move/animation being recoded to fit the new frame rate and probably a bunch of other stuff Im missing too. Not gonna happen unless Cleod9 himself puts all the spriters in his little working jail cell for the next few years and decides to stop caring about the filesize/a scheduled release within this decade.

nope, to have 60 fps, they don't need to double the amount of sprites in animations, rather, they would have to double values in every variable, like horizontal_speed, jump_height, gravity, frame_length, change some code and a lot of that kind of staff, but not add new frames(sprites) to animations.


the animations would appear way too fast if no additional frames are added fyi

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Sat Oct 20, 2018 1:21 am
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Darlock wrote:
they would have to double values in every variable, like horizontal_speed, jump_height, gravity


How does doubling every stat in the game does anything related to frame data again? Going by that characters would be twice as fast, jump twice as high etc. That doesnt do anything regarding the framerate.

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Sat Oct 20, 2018 2:46 am
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The Dark Chibi Knight wrote:
How does doubling every stat in the game does anything related to frame data again? Going by that characters would be twice as fast, jump twice as high etc. That doesnt do anything regarding the framerate.


sorry not double the stats like speed and jump, rather divide them by 2, and double sprite length. i made an example here watch in 720p.
YouTube Video:

set video speed to 0.25 if you want or pause the video and use those keys to move on the next frame "<" = left ">" right.
to make 60fps they don't need to create new sprites rather they would double every sprite's lenght.


Sat Oct 20, 2018 2:59 pm
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