Phaelax - Timer based control - speeds are set in px/second and then movement is calculated based on the loop speed so regardless of frames, movement is the same.
Markus - I'm going to remove all the enemy/platforms and see if this makes a difference - I never really noticed any issue in World 1 but that is less demanding graphically (world 2 has more layers). I can set up a debug function t detect slower loops and see if it's dipping heavily on occassion.
Smallg - I was hoping to fix it and then show you guys a video! But yes, I may have to do that next.
I might see if I can replicate the issue on a completely isolated piece of code (ie make it a tiny piece of code that only).
Anyone got experience of rendering all graphics/sprites to an image (SetRenderToImage) and then displaying that image? Does that lead to more "solid" graphics?
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)