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There Zoracs, I have proven you are wrong.
A higher framerate doesn't make a game run faster, it just makes things looks more crisp. That's why its called "Frames Per Second", take note of the "Second" part, whether it's 30 or 60.
https://www.youtube.com/watch?v=RSCnGLWs1QM
Here's an example. The Switch version of My Hero runs at 30, while the PS4 ver hits 60, but they both move at the same exact speed, one just looks at bit nicer.
But doubling Speed doesn't double framerate.
https://www.youtube.com/watch?v=c7lSrUdpz78
This is NOT 60FPS, anyone can see that.
You really just killed your argument by contradicting yourself. I'm not saying you don't understand programming, but it's clearly a pathetic amount (you can't increase framerate via debug mode lol, no programmer does that, debug modes just contains easy access content for bug testing.)
You also ignored my point on needing extra animation frames, for EVERYTHING, which again, makes you look bad. You actually ignored alot of my points too.
I know you're a troll with nothing better to do, but I thought that bit about doubling the game's speed was worth discussing.
The only place where I could see the need for extra sprite frames is Frisk's walking cycle when moving on the horizontal plane. As for the animation cycles overall, my trick is to tweak the values for their cycles to accomodate for the increased framerate; that is increasing them appropriately. Look at how Papyrus moves when he moves quickly; his and Frisk's sprite don't pause so much in order to give the illusion of semi-jogging, One would only need to alter the parameters for their movement cycle to ensure they walk normally like in 30 FPS mode... Last note, Frisk does have two movement sprites for each direction BUT horizontally with nothing in their hands. They have two sprites for moving north and south (always), and whenever Toriel leads them. But as I wrote, Frisk only has ONE sprite for sideways movement. They could use an extra sprite for that part, so their free hand(s) can gracefully sway when they're either empty or one is busy.[www.spriters-resource.com]
Your accusation of me trolling is unfounded, and I am rubber while you are glue. May my knowledge be of use to you, and teach you to know better than to hastily call names like you did when you said I was contradictive. We can continue talking if you wish, either on the Steam Chat where people must add each other as friends, or on Discord. You can find me as BreakinBenny#4659
I saw your offer to DM you so I decided to take you up on it. (But I'm leaving my message here until you friend me.)
First up, I just wanted to apologize for calling you a troll and generally being unprofessional. I kinda just assumed you were trolling because of your comments about "calming these kids down" and thinking slowing down UnderTale was a good solution. I just don't see slowing the pace of any game to ever be a good thing, ever.
Welp, that's what I get for assuming I suppose, and well...
8:36 https://youtu.be/leJ1YF3Tvzc?list=PLF00C64B86BD75D79&t=516
But anyway, thanks for being so cool about this, and for giving me another chance at a real discussion, I think we can both learn something from each other.
So, thanks for giving evidence for your points, it gives me alot more to go off of.
I totally understand why you think doubling framerate doubles game speed, and to be fair, I have no idea how framerate works, but something about doubling framerate doubling speed doesn't seem, normal?
For example, MarioKart 8 Deluxe, while playing solo you get 60FPS, but on 3 / 4player SplitScreen, the game runs at 30, yet both games speed to have the same speed regardless.
[3:34 - 3:59] https://youtu.be/NDTNNjWbYoo?t=215
Now I'm not sure if the 30FPS MK8D is slower than 60 by any means, but I do have 2 theories as to why the GameSpeed for Need for Speed: Rivals doubles with the framerate.
1. Something about racing games I don't understand, maybe MK8D is just an exception.
2. That Need for Speed game is locked at 30, meaning there's no "normal" option for 60. John Bain said he used a "Command-line perameter", which I won't even bother pretending I know what that is, but the game just seems really off when he does change it.
https://youtu.be/eDA37BmvNwM?t=404
Animations play way too fast [Compare the Speed of the police lights at 6:43 where the game is at 30, to the ludicrous blinking at 6:51. Also, the blinking gets *even faster* when he bumps it up to 100FPS on 8:20], and John noted himself that unlocking the framerate seems to screw with the physics [6:16], so something here just doesn't seem right to me.
So after noting all of this, I'm uncertain if just doubling the game speed would double the framerate, some further optimization would likely be required (although I do agree UT should have a run button.)
As for your fix for the extra sprites, well, you also implied using the same "Command-Line parameter" fix John used for the framerate, and after saying what I've said about that...
Actually, even if that would work, Edgy Asriel said GameMaker only uses 1 set FrameRate, so I suppose that could work as a hotfix, but an official patch doing that is questionable I'd say.
On a side note, I think I get why you so passionately think UnderTale needs 60FPS. You probably play alot on PC, and based on that Need for Speed video you sent me, I think you think very highly of John Bain, who also advocates heavily for 60FPS all the time.
I'm with you, I'd prefer 60 over 30, but I've been a mostly Nintendo but all Console player my entire life, so I can't see framerate differences all that much, wheras you're probably super accustomed to it. Honestly, as long as a game isn't constantly and massively changing FPS, or locked super low at 20 or less, I couldn't care less, but at this point we've just gone full circle. Does UnderTale NEED 60FPS?
Oh and Zoracs, it should read "I couldn't care less"; when someone says they could care less, it implies they do in fact care but could consider caring less. In comparison, not being able to care less shows that practically no Fs are given.
Having the game actually be 60 FPS would require rebuilding the game from scratch, adding more sprites for animations, recalibrating character and npc movement, and playtesting to adjust the difficulty.