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Animations: Frame based or time based?

PostPosted: Oct 14, 2002 @ 6:42am
by efortier
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

PostPosted: Oct 14, 2002 @ 10:38am
by ppcStudios

PostPosted: Oct 14, 2002 @ 10:49am
by Hosed

PostPosted: Oct 15, 2002 @ 1:46am
by InexorableTash