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Thanks for lowering it and giving my game a try!

It’s really not the game engine. Have you ever heard of delta time? I hadn’t. I hadn’t even for my next game I made Quill. Pixelbox is more like a framework so a lot of these things are up to you to know about and implement, which is nice but I wish I knew about delta time lol

If that is the case, then it seems you are not the only one who neglected adjusting the delta time feature in your games. Even the engine dev himself, Credric Stoquer has the same problem with ALL of his games; they are much too fast. The other games he showcased from other devs (including yours) demonstrated the exact same problems. There is clearly a pattern.

I have personally not encountered any other game engine that has this weird delta time speed bug/glitch. This is the very first time I had to adjust my monitor refresh rate just to play games from a certain engine properly.

It is the game engine and more particularly, its poor fundamental design. Surely, Stoquer knew what he was doing when he made the engine, however he simply forgot to polish key features properly before releasing the engine. Polishing and finalizing essentials prior to releasing (or upgrading) a game engine are critically important, for failing that would result in a frustrating lingering burden in usage, and an annoying reputation that can deter game devs from using the tech (e.g. Epic Games' latest engine, or nearly any engine from The Game Creators). 

I am glad there is a way to adjust it but honestly, we should not always have to do this just to ensure the game runs at normal speed - hence this engine's poor design.

I am going to talk to Stoquer about fixing the bug and updating his engine to accommodate for the changes. It will truly benefit him in the long run.

It’s not that deep onye, it’s not a bug even remotely. It just happens that the developer didn’t calculate delta time either.

This is more of a framework than an engine, which means that the programmer has more freedom, and therefore the “engine” is more to help you with drawing to screen and reading inputs. It doesn’t provide you with an update function or any other kind of structure.

It’s nice you’re trying to help but it’s not that deep. This is all we had to do:

var lastUpdate = Date.now();
var myInterval = setInterval(tick, 0);

function tick() {
    var now = Date.now();
    var dt = now - lastUpdate;
    lastUpdate = now;
}