Quote:
Originally Posted by Nightshft
Nice, thanks for the updates.
Maybe let the upgrade move too?
Do you measure frames via "setint5 and a counter" and time via "Timer" (I think that was riAmosFuncLib)?
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In the original game the powerups don't move, but could be a good idea to change a little bit the original gameplay. Thanks for the suggestion.
I measure an average framerate, misuring the elapsed time from game start to game end. I use the SystemDate function.
An high resolution timer is needed to measure frame time for each frame and calculate fps in real time.