Thats a fact of life... not all computers are the same speed. You best bet is optimize your code. You may also want to make the game playable on lower speed computers by not making esential functions like movement depend on frame rates (i.e. multithread).
ok so there must be a way round this you say threading ?
sounds like an option.
Im also getting the problem when there are less things on the screen it runs faster too. (ie less collisions to check for)
Would threading solve this too ?
If so any links or pointers to helpful web pages would be great, i tried google for threads but cant find any that go into "threads of dummies" detail.
I have uploaded the game to my ftp download it if you want to have a look.
What i think i have decided to do is make the whole thing a thread and add a sleep function that is equal to start end time - start time. And sleep for that amount inbetween each frame update to ensure things move that the correct rate.
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