Problems using the #fps parameter with a starling-xml file

Cool, I see this was resolved. I’ll also mention here (also mentioned in 2d dragon missing? - #11 by michalis ) that, since yesterday, we actually have even better answer:

Use .castle-sprite-sheet format instead of Starling, that can be created/edited within the CGE editor itself. Then the FPS can be configured inside the sprite sheet file, and it can even be different for each animation. This avoids using the #fps... anchor at all.

There will be a big news post about it this weekend :slight_smile: For now see docs on Sprite sheets · castle-engine/castle-engine Wiki · GitHub and short example in examples/sprite_sheets/sprite_sheets_demo/.