Yes. I found out that fast loops can't be called 1.23 times. Only 1 times out of the 1.23 times. This is where the un-realistic gravity happens.
So what I did was, while I maintained the WHOLE numbers in fast loops, I moved any of the numbers as floats into their own event.
I have a very short example of this in my files. It's no much, but it shows how I used fast loops & floats together.
In other words, say we have a velocity of 1.23.
Use 1 for the fast loop part, while .23 remains as a float, a section of its own events.
Since floats are smaller than whole numbers, we don't need to fast loop floats anyway. We'll just use fast loops for all whole numbers accordingly. Which is how I did the slippery ice floors, separate the whole numbers & floats from the given number provided.
That's about how I did my new engine. @_@
EDIT: Here's a bit more of debug information for ya.
A lot of this info is used for screen transitions
(math involved), scrolling and what not.
I know, there isn't much to show.... Since this is just an engine anyway. We're going to use this new engine for MPX's MM10 project.