Yah, Clickteam software limit the rate of execution so they always run at the same maximum speed, so a game will never run "too fast" like some of the old DOS games do these days Of course the frame rate can drop below that max, but there isnt any way to prevent that
"Now I guess we're... 'Path-E-Tech Management'" -Dilbert
I own a 486 laptop but it's super slow running Windows 95 - my old Pentium 90 wasn't exactly good for games, but when I started using TGF my processor was... 120-200mhz. It can run in slow environments, but games can't be too complex.
I'm not sure exactly how many mhz my computer runs on but I do know that it can run almost all click games fine & most 3D games. Sometimes though my computer will hit a slow bump & everything stops & takes forever for things to start moving again. Robot Arena 2 is really the only 3D game I've had run 100% smooth the entire time I played it. Other then that, 3D games for me tend to jump every once in a while.
I have a "Pentium!!!" as the logo shows it & a Windows 98 with 8.56GB left.
Insert to game ~6 Bullet Objects, then u will encounter slowing down, even on 3,3 GHz CPU.
I have 1,7 GHz and my game with 3 Bullet Object, and it is slowing down (to ~40 FPS) only when BIG battles are in progress.
Normally framerate in TGF/MMF = about 50 FPS.
Any game that uses the standard timer for a klik tool seems to be affected by the machine's speed (I'm unsure about MMF, but I made Pong Pack with TGF, and on slower machines, Dodge Pong's meteors all fall at the same time instead of at a rate). There would be no need for the "Machine Independant Speed" option if the game speed wasn't affected on some machines.