#How to unlock your framerate in under 10 mins!

1 messages · Page 1 of 1 (latest)

shy granite
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This is my submission for the #cookbook_jam and me finally being able to contribute to the community in some small way! It's a video tutorial that covers the basics of using the iota library by Juju Adams.

https://youtu.be/40iMwneEND4

In this tutorial we dive into the iota library for GameMaker, and cover how it can help you to support any framerate in your #gamemaker projects.

iota is an MIT licensed delta time and time dilation library for GameMaker, written by Juju Adams, that allows for running your game logic at a constant frequency - independent of the framerate.

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cerulean sedge
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Excellent tutorial for beginners, and may I say quite a pretty video too.

shy granite
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Thank you so much!! 😊

plucky nova
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Very nice.

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Now I have a tutorial to link in the help channels.

shy granite
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❤️ Thank you!
Yes - I've already been able to link it once! haha

plucky nova
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A quick tip to mention in a potential future video: time dilation is great for debugging.

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Seeing your character switch states in slo mo helps clean up state transitions and such, and make sure smaller things are looking right.

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Without it you have to record the gameplay and look frame by frame.

cerulean sedge
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also by far the easiest way to implement slow mo mechanics

plucky nova
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Definitely, yeah.

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And you get free pausing as a bonus. It's great.

cerulean sedge
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twice now i've worked on a project they wanted slow motion and i just implement iota to the root of the games clock

plucky nova
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With that said I still have a love/hate relationship with iota. The library is great, but having to uproot how GM works is a major pain. Especially when it comes to particles and physics. Can't interpolate those. So the hate part is more on the GM side, really. iota does what it can, and it does it well.

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Russell did say he's a fan of the concept and would like to include it in GMRT at some point...

shy granite
cerulean sedge
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Ya know... come to think of it, I bet one could make a macro to inject into any step event which just defines the event into iota if it doesnt exist, checks the callstack to see if its being called from iota, and if not exits early. a one macro solution to implement iota would be crazy

shy granite
atomic geyser
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i've played around with some macro magic in the past but couldn't get it to feel solid

cerulean sedge
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i might look into that some time, sounds like a fun thought experiment

tidal monolith
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if you dont mind choppy particles you can always update the systems manually, or have them move smoothly at their slowest and update several times per regular step (although its a bit excessive). The other thing that is locked with CMs clock is using paths to move instances around, but you can use PathPlus to go step by step on paths too (and Im sure there are many other methods as well).

rapid abyss
plucky nova
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Box2D, yeah.

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No way to manually update and interpolate.