0 Replies Latest reply on Sep 30, 2014 7:51 AM by AG84

    reduce fps keep elapsed time




      I need to create a sprite sheet of certain size, so i'm playing with the frame rate. the problem is that the time line doesn't change accordingly

      and adds elapsed time because the fps change.

      it doesn't make sense to me that i have to change ALL the inner animation for every fps change in order to keep my timings right.


      is there a way that flash can automatically adjust my timing relatively to the fps so that i keep my elapsed time the same?