Hi, you can use "time-based" animation.

animt = 0# actual frame time (int)
animf = 0# animation frame (int)

fps = 100
clock = pygame.time.Clock()
while True:
        tdelta = clock.tick(fps)# ms from last tick

        # movement
        pixels_per_second = 100
        m = (tdelta / 1000.0) * pixels_per_second
        <sprite>.move_ip(0, -m)

        # image frames
        image_fps = 2# image_fps > 0
        animt += tdelta
        if animt >= 1000.0/image_fps:
                animf += 1
                ....
                <sprite>.image = images[animf]
                
        


On 11/22/2012 01:08 PM, yannisv wrote:
Yes, I am. The problem is when I set the FPS to ~12, and use clock.tick(FPS)
inside the loop, that movement looks terrible (as expected). When I set the
FPS to 30 or 60, the movement does look better, but the frames change
extremely fast.



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