Using any kind of variable rate frame rate, it is IMPOSSIBLE to write a Mario-style 2D jumping scroller without
a) jump height varying with frame rate
b) graphics that jitter around on the screen
I defy anyone to give me a method that would work without either of those problems. I've tried every combination of variable rendering/variable physics, fixed physics/variable rendering and I've tried several clever tricks with interpolation and NOTHING WORKS PROPERLY.
So, I'm setting the monitor refresh rate to 60hz. I'm not just doing it blindly - I'm querying that the mode is supported with EnumAdapterModes() - but game will bomb if your monitor can't do 800x600x32x60hz.
If anyone reading this has a monitor that CAN'T do that mode, please let me know. I've never come across such a thing in the last ten years though.
Clearly if a PC is not fast enough to render my game at 60fps or higher, the gameplay will slow down but I don't really care.
So anyway, here's a screenshot of the very early stages of the new game:
The main character can jump, Mario style, around the level, which scrolls (obviously). The sky backdrop is quite nice - it is a 512x512 texture that wraps at all four sides and we've got a paralax effect as it scrolls at half the speed of the map.
It is quite subtle but adds a slight sense of depth.
Next up, character animations. Groan.
Here's the main character's running animation. Hope it works as never posted a GIF before: