ID:231242
 
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).
Did you change anything related to bounds?
Nothing related to bounds have been changed.

It's mainly the walking animation that doesn't show, it just jumps to the next tile.
Change mob step_size? o.o

mob/step_size = 8;

In response to Ocean King
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.
Any conclusions why it's jumping tile to tile and not animating whatsoever?
Try looking at Gliding in reference. o.o
I already tried changing the glide_size and etc.
Could you show a video please? :|
Are the icons 32x32 right? Then mob.step_size = 32. Although i don't think anything else is causing this. ./
The icons are 32x32 and the <code>step_size</code> is at default (32).
Are you sure there aren't any others mob/step_size around your code?
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.
You should also make sure world.icon_size is a multiple of 32.
In response to Xerif
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.

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.

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
glide_size: 0/0
animate_movement: 2

--- with animate_movement set to 1 ---

step_size: 32
glide_size: 0/0
animate_movement: 1


I still received the jumping tile visuals.
Do you have any mobs set to big size using the bound-x and bound-y?
How many times are you people going to ask him the same questions?
In response to Shadow813
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.
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