# Turnbased tween

**URL:** <https://forum.kirupa.com/t/turnbased-tween/317766>\
**Category:** Uncategorized\
**Created:** [January 2, 2011, 2:43pm UTC](https://forum.kirupa.com/t/turnbased-tween/317766 "2011-01-02T14:43:47Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![randomagain](https://avatars.discourse-cdn.com/v4/letter/r/35a633/32.png) [@randomagain](https://forum.kirupa.com/u/randomagain)\
**Post date:** [January 2, 2011, 2:43pm UTC](https://forum.kirupa.com/t/turnbased-tween/317766/1 "2011-01-02T14:43:47Z")

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I’m looking to build a game, which appears live action but is really turnbased.

So I was thinking say each turn is a second. So a bomber, would move 1square per second.

so each second a set interval will fire telling the bomber to tween 1 square.

yet it judders a bit at each tick. increasing the interval time helps but it still judders and thats with only 3 objects moving.

so it leaves me to think I may need to change it, ie, the game predicts where the unit’s destination will be taking into account enemy action then tweens there

is that a more sensible option or could I tweek the tween to make it appear smooth?

Thanks
