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Parallel map events "appear to" activate late (Teleport transition issue) #1358
Name of the game:
Witch's Heart (http://vgperson.com/games/witchheart.htm)
Attach files (as a .zip archive or link them)
Describe the issue in detail and how to reproduce it:
Entering the door in the attached save shows the most noticeable instance of this bug in Witch's Heart. There are parallel events that serve as "covers" for the bathroom area, using Change Event Position to immediately move themselves on top of it. But in EasyRPG, these events do not move into place until after the fade transition is done, so you can easily see the act of "hiding" the bathroom. The issue also comes up more subtly in other places, with parallel map events that set the screen tint seemingly not doing so until after the fade.
The issue is most noticeable when there's a fade-in transition, but even if you set the transition effect to "instant," you can still see a frame where the events have not been repositioned; this also does not happen in RPG_RT.
At first, I thought the parallel events were literally not being activated until the transition was done. However, it seems parallel events that play BGM (like the one that plays Ashe's room music) work just fine, starting before the fade is complete. Thus, I suspect this is actually an issue with transitions themselves. The problems here seem purely visual, so I'm thinking the screen the transition is using is one that has not yet activated parallel events.
Yepp this one is pretty obvious ^^ and interesting because the codeflow is
Therefore the change should be already part of the transition but isn't