I believe 72 was burning his retinas . <| sep |> I did that but their sleep schedules get out of whack . I prefer less micro if I can manage it . <| sep |> Fhrman defeniately out , he will suck in longshots . at least that was in fifa 16 . Leno gk . Aguero out I have heard he isn ' t that good . I would put Sanchez as a striker . Other than that looking good . WHat you think about my squad ? <| sep |> She ' s such a faggy cunt <| sep |> You don ' t have to multiply all values by delta time , just anything regarding timing . So , movement speed , animation speed , clocks , and the like . I would also recommend not using GameMaker ' s timer function and instead making variables of your own so that you can incrementdecrement them by delta time as well . To explain a bit more of what deltatime will give you , it ' s a bit easier to think of it in terms of seconds rather than microseconds . The formula for seconds is deltatime 1000000 . In a 60 FPS game , this will give you a maximum value of 0 . 016 , or 16 milliseconds , which is the length of time it takes to generate 1 frame at 60 FPS . 30 FPS will give you 0 . 033 , or 33 milliseconds . But the thing is , not every frame takes the same amount of time to generate . Some might take 0 . 021 seconds or 0 . 054 even when you ' re running at 60 FPSlag , in other words . So by multiplying certain key values by the difference between the target frame time 1 roomspeed 1000000 and the actual frame time deltatime you can increase or decrease these values to compensate for the lag , so that timebased values progress at a steady rate regardless of frame rate . If the target and actual frame times are the same , dividing the former by the latter will return a value of ' 1 '. Otherwise you ' ll get ' 0 . 99 ' or ' 1 . 67 ' or whatever is necessary to make up the difference . Hopefully that makes sense .