Hi all!
When I started designing the animation system for my tile-based game, I used time to define the duration that a frame would stay on screen.
For example, an 8 frame animation would show each frame for 125 ms, resulting in 8 FPS.
However, I had to tweak the walking animation of my main character as it needed to be sync'ed to the FPS, and not to time.
What I'm wandering is, have I made a mistake by using a time-based system for the tiles animation?
Are there any PROs and CONs to each system, or is one to be dismissed right off the bat?
I think this is important, as new devices are emerging that have faster CPU, but our games still need to be able to work on older devices.
Thanks!
--Eric