Quick answer: Accumulate elapsed milliseconds from the clock and advance the animation frame only after a fixed interval has passed, decoupling it from the loop rate.
A pygame character that animates smoothly on one computer flips through frames on a faster one because the code advances a frame every iteration of the loop. Tying frame advance to elapsed time instead of loop count makes the animation play at a fixed speed everywhere.
How to fix it
1. Accumulate delta time
Get the milliseconds since last tick from clock.tick() and add to an accumulator; advance the frame only when the accumulator passes your per-frame duration, then subtract it.
2. Define animation speed in seconds
Express speed as seconds-per-frame (for example 0.1s) rather than frames-per-loop, so the same value yields the same visible speed regardless of the loop rate.
3. Cap the loop or use the leftover
Either cap the loop with clock.tick(fps) for a stable rate, or carry the leftover accumulator time forward so animation stays smooth even when frames vary.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Pygame error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.