step_size
or glide_size
.I can't undo the update, because I forgot what I updated.
The world
icon_size
is default (32).After updating my game, I now jump tiles and I don't find anything modifying the default
step_size or glide_size .I can't undo the update, because I forgot what I updated. The world icon_size is default (32). |
Jan 31 2012, 12:16 pm
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Did you change anything related to bounds?
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Nothing related to bounds have been changed.
It's mainly the walking animation that doesn't show, it just jumps to the next tile. |
In response to Ocean King
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Ocean King wrote:
Change mob step_size? o.o Then he would have to consider pixel movement for the entire game, instead of using tile based calculations. The only things I know of that break the gliding are changing step_size or using bounds that aren't multiples of icon_size. |
Are the icons 32x32 right? Then mob.step_size = 32. Although i don't think anything else is causing this. ./
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You haven't provided enough information for me to be able to work out what exactly is causing this - Though I can understand that your game is huge, and you probably don't know where or what exactly is causing this.
There are a few variables you might want to check. animate_movement var (movable atoms) Setting this to 0 causes movement between two adjacent positions to be displayed as a single discrete jump. Otherwise, objects will be made to glide from one position to another, using the movement animation defined in the icon file if one is defined. This is what is happening with you, if I'm understanding this correctly. Otherwise, this could be due to the fact that you've set step_size to 32, or have turned off gliding. If your game does not use pixel movement, I'd advise removing -any- definitions of step_size. You shouldn't even have the variable written in your code, if you're not using pixel movement. I hope this helps. ~Xerif. |
An unlikely, but possible cause to this problem would be if you loaded a character saved with pixel movement variables changed.
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In response to Xerif
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Xerif wrote:
You haven't provided enough information for me to be able to work out what exactly is causing this - Though I can understand that your game is huge, and you probably don't know where or what exactly is causing this. I have absolutely no pixel movement variables anywhere in my game's source. @Nadrew The world.icon_size is at its default value, which I think is 32. Every time the client moves, I made it output the variables below: step_size: 32 I still received the jumping tile visuals. |
In response to Shadow813
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Shadow813 wrote:
Do you have any mobs set to big size using the bound-x and bound-y? As I said before, nothing pertaining to pixel movement is located in the game. |