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Animation Desync #5

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Helladen opened this issue May 21, 2014 · 3 comments
Open

Animation Desync #5

Helladen opened this issue May 21, 2014 · 3 comments

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@Helladen
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Animations do not start fast enough, and this causes a desync between when the player inputs for about 150-200 milliseconds before the sprite actually starts animating.

This also causes an issue where it will not start an animation if you stop before it starts animating, which allows you to press the same key and repeat the process to move across the entire map without animating a single frame.

@hilts-vaughan
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This is a problem as even if we start the animation, the animation won't finish if they only press it for ~100ms. Not sure how to handle this.

  • It's possible to make a minimum distance you can travel while walking, but this might cause a problem near walls. I guess we could enforce you to finish the current cycle.
  • Switch to tile based movement.. gasp!

@Helladen
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4 pixels per movement, force you to cycle, and if you hit the edge it will just finish your animation using prediction or something.

@hilts-vaughan
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Work has begun on this issue

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