I actually was using it on a pc at uni.
I tried again at home and with vert sync on and off. It worked perfectly.
Though what I was referring to it will not matter what the frame rate is.
It is discussed here.
http://www.sfml-dev.org/tutorials/1.3/window-time.php
You may have already implemented as I have no issue at home, and a uni computer could have been compromised some how. Though you should know with a glance at that page.
I'm aware about the fps issue. As you can see in your own link, it's not so difficult to implement an engine that adapts to any type of refresh.
The only thing I don't like of this solution is that GetFrametime() method doesn't return the same value for each frame when I switch on "sync vert refresh". So sprite movement appears less smooth!
Very nice game! =)
But as mentioned above there seems to be a speed problem.
With VSync=ON the game is really unplayable, turing it off does fix the issue.
But I don't think it has much to do with FPS, then turnin off VSync would mean the FPS go up and the game gets even faster. Or the setting is just reversed... :lol:
I know that the option could be misinterpreted, but in the game VSYNC ON means VSYNC ON if graphic card driver vsync option is set to "let the application decide". In other cases fps could be > 60 or virtually infinite if vsync driver option is set to "always off".
VSYNC OFF means framerate limited to 60 without vsync!
VSYNC ON, when it works, return smooth movements even if you don't notice it.
Love this game! Reached 2100 points in hard mode, after a "almost-hit" combo of 19 or so.
It's actually almost too easy to get many points by these combos.
What's a "almost-hit" combo? Anyway a combo give score only when you don't die within a second.