ID:847290
 
(See the best response by Kaiochao.)
Can someone tell me how or why would my mob have a choppy walking animation? I mean like each step it takes is like teleporting and it doesn't flick the walking sometimes. I tried looking through all my codes and I don't really see a problem that would cause it. I didn't mess with my Move() except put in limiters to prevent walking and I didn't mess with the fps or any of that stuff. So can someone tell me why I have this unaesthetic, un-smooth, walking animation for my mob?
Best response
Are you using pixel movement somehow? If you aren't trying to use it, make sure you haven't changed any of the pixel-movement variables.
I don't really know what you're talking about unless I see the icon. Try posting a .gif of the walking state.
No I'm not using pixel movement. But I think I might I have maybe changed some pixel movement variables. I'll go check. Does it really affect the image that much though? Also, I don't know how to post a .gif but it's just a normal base from charsprite's rpgmaker generator with 4 walking states:normal, left, normal, right, at a speed of 1.5 delay each.
This doesn't seem like an icon issue at all. Pixel movement in one variable in one object affects the whole game. This means walking animations will only show for as long as you're moving per tick (because when you use pixel movement, you use step size instead of move delays to change movement speed).
Ahhh ok, I thought this was one of those "I tried to icon a base in 30 minutes and it doesn't walk fluidly" situations, my bad.
By one object, do you mean specifically an obj or mob and through changing a pixel variable, the whole game is affected?Wow that's really ineffective...
It used to be per-object pixel movement, but they changed it.

When one non-pixel-moving object moves into a pixel-moving object that takes up part of a tile, the non-pixel-moving object presses against it, precisely against the edge, and becomes a pixel-movement object. The problem here is, if you have a tiny pixel-movement object that's even 2x2 pixels, it can be on 4 tiles at once. Should all 4 tiles keep non-pixel-objects from entering because there's another dense object there?
I can't seem to find any pixel variables that I might have changed. Is there specific variables that I should search for?
Bump. So, so far I found out that it's not part of my main codes which means its a problem in my turf codes. Is that possible? I found out through using a older version and then progressively adding code files from the newer version to narrow down which code file the pixel problem might have been in. So far I got nothing and they all seem to work.
//  if any of these are not default, pixmov is enabled
bounds
bound_x/y
bound_width/height
step_x/y

Move(loc, dir, step_x, step_y)

The walk() and step() procs also take a Speed parameter, but you probably haven't used that.
I wonder if it's possible you've passed other arguments to Move() before pixel movement was added in.
this is my Move()
mob
Move()
if(src.textboxed) return
if(src.IsFrozen) return
if(src.spellfroze) return
. = ..()
if(. && src.target)
if(get_dist(src,src.target) > 7 | src.z != src.target.z)
src.LockOnOff()
else
src.target.UpdateEnemyHealth(src)


I am also using SuperAntx's Simple Move. When I remove the Move(), the effect is still the same, can you tell me what I can do?
I seem to have to figure it out. I think it has to do with the amount of turfs in my map. I found this out when I realized that it has nothing to do with my general code but my map/turf codes. So I decided to create a new map with the same size and z levels and then slowly add in the turfs from the original map to see which turf was the cause of the choppy walking animation. But it was then I realized that as I progressively add in more turfs, the animation became more choppier and so it hit me that the amount of turfs in my original map was the root cause of the choppy walking animation. Can someone tell how I can overcome this dilemma?
What are your computer specs?
Uh, I don't think I'm gonna be able to buy a new computer, but if BYOND has finally reach the point where my computer is unable to create smooth movements then I don't think I can develop on dreammaker anymore D:.

Buts its a Windows XP SP3 with over 2gb of ram and a single core processor AMD athlon.
If dont want to change ur map then back it up an rename it as map.dm so you can change it then find step_x an step_y replace them with pixelx_x and pixel_y this should fix that
I don't understand. What do you mean change it and find it? Where do I change it and find it?
In response to IOwned
yeaaahhh i have a 12(more or less) yr old xp computer with like 526mb of ram and byond works great for me :o so i doubt your computer is a issue

and step_x and step_y is what causes your dude to teleport dont change them

also kakarot is right like i said its step_x and step_y

backup your map,ctrl+f and type "step_y" make sure its on all files then search and when its found remove it then do the same with step_x and you should be all set
In response to Shwb1
Here is how
1-Backup your map incase you messup something
2-Rename Map to Map.dm
RenameMap
RenameMap0
3-press ctrl+f and find step_x or step_y
RenameMap1
4-Replace them with pixel_x or pixel_y
5-Finally rename map back to map.dmm
Ooooooh, thanks guys!!!! This has been bothering me for the past few days and you guys have helped me finally figure it out!!!Thank you guys so much! I did not even know .dmm could be convert to .dm!!! Thanks so much guys! You have my undying gratitude.