Well, it doesn't seem to effect the fps for me. If anything the stars make it easier. I had 15 per frame again and it was working. What you could do is find the max number of stars on the screen that it can handle, and prevent that from happening. That and/or make the stars fall a bit faster, that way the slow ones won't overrun the screen like they can now. Motion compensation speeds up moving actors to simulate the normal fps. So if the game should run at 30, but real_fps is 15, it will double the actors' speeds.
-Edit
So, with how it is currently, you have an average of about 190 stars on the screen. If you switch the rand yvelocity to this, you will have an average 145, and it still looks fine.
- Code: Select all
yvelocity=rand(3)+2;