Quote: "we get about 15 Frames Per Second on HTML5 version of our game."
Default speed for sprite animations is 10 frames per second, so you are already at 150% of the speed you need, right?
Quote: "
SetVSync
Description
Sets whether vertical sync should be turned on or off. This is the preferred method of limiting the frame rate as it will link the frame rate to the monitor refresh rate and avoid tearing or stuttering. Using this command with mode 1 will override any currently set refresh rate from SetSyncRate, otherwise these two commands would fight each other for control of the frame rate, instead AppGameKit will use the VSync refresh rate which is typically 60 frames per second, but depends on the monitor.
On Linux, Mac, and HTML5 you can use a value greater than 1 to skip refreshes, for example if the monitor refresh rate is 60Hz then a mode value of 1 would limit the app to 60fps, but a mode value of 2 would skip every other refresh which would limit the app to 30fps.
"
EDIT
Quote: "
Found below:
https://www.appgamekit.com/documentation/Reference/Core/SetVSync.htm
"
Cool
I didn't see that you had solved it already.
I like to use this for every build.
Quote: "
html5
As little music or sound playing
as little transparency as possible.
as little image size as possible.
only wav files.
go thru any sound files and cut away empty spaces at start or end to make files smaller.
and use tiny png on images."
Great advice.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1