Kaiochao and I have noticed a bug involving the animate procedure. Whenever you specify the time argument, it only partially updates. However, it fully updates without the proper animation once the object moves. Setting no time is currently not affected by this bug.
Edit: It appears that it requires enough steps before it could ever fully update (based on step size). Tested a rotation with a step_size of 8 and did not complete until a few steps later.
Numbered Steps to Reproduce Problem:
1. Create an procedure that uses the animate procedure. Make sure to provide time (as no time is currently not affected).
2. Run the procedure while the game/project is running.
Code Snippet (if applicable) to Reproduce Problem:
/*
These are simple defaults for your project.
*/
world
fps = 25 // 25 frames per second
icon_size = 32 // 32x32 icon size by default
maxx = 10
maxy = 10
maxz = 1
view = 6 // show up to 6 tiles outward from center (13x13 view)
// Make objects move 8 pixels per tick when walking
mob
step_size = 8
icon = 'Test.dmi'
proc
Test()
animate(src,alpha = 100,10)
Click()
Test()
obj
step_size = 8
Expected Results:
Smooth changes until it reaches a certain point.
Actual Results:
Only a partial update. Doesn't show the complete change until the object is moved.
Does the problem occur:
Every time? Or how often? Everytime.
In other games? Anyone project that uses animate and provide time.
In other user accounts? N/A
On other computers? N/A
When does the problem NOT occur?
Does not occur when no time is specified as stated.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
N/A
Workarounds:
One possible workaround is to do it manually.
EDIT: It stopped giving me this error when I removed the src from in front of alpha. I'm not sure if this behavior is intentional or not, but that is a strange error to give.
EDIT2: I can testify that my snippet only takes action while I am moving.