Hmm.. here's a thought.. (been trying to wrap my head around this, all day!!)
The delta movement should cope easily with a system running faster than my 3DS, which would theoretically result in Micro Clampett's movement (pixels-per-frame) being reduced, and as such his wall collision would actually work better..
In order for the wall collision to fail, that would mean the game's actually running slower than expected, so the game is over compensating the values, and that’s what's sending Clampett through the walls.
So, does this mean that on
@Inthescene's 3DS, the game is actually running SLOWER than it's supposed to be?!
If you don’t mind doing a quick test, start the game up, go into the bottom of the options screen, and switch on the FPS display, then head into the game and let me know the average "settled" FPS.
On mine, I’m getting a more-or-less steady 55fps, although that fluctuates based on the number of onscreen ....um... let’s call them darts!!
I’d be interested to know what the FPS is on yours.. (and anyone else willing to try)
Perhaps the system can’t cope well with "too many installed games"..?
Or maybe 3DSs eventually wear down..?
Does the 3DS do "background" apps?
Lots to think about.
This could be something I’ll need to watch out for in future, and i might need to reduce certain games down, to compensate.
(The FPS on the latest version, btw, should be identical to the older one, so either version will suffice!)