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Set Move Route with Wait for movement: Turn 90° behaviour difference #2790

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TrunXGIT opened this issue May 22, 2022 · 6 comments
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@TrunXGIT
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When you talk to a NPC/Event it automatically changes its facing direction towards the player.
Now if you use the Set Move Route command to turn it 90° left or right it behaves differently.

On RPG_RT.exe: It changes its direction relative to the current (changed) facing direction
Example GIF:
Turn90_rpgrt

On Player.exe: It changes its direction relative to its original facing direction before the player interacted with the Event.
Example GIF:
Turn90_player

Move Route that was used int the examples:
SetMoveRouteTurn90
(I even tried out a manual "Turn toward Player" at the very beginning, but the behaviour stays the same in both cases.)

I assume this could be a critical bug desyncing the games from its intended behaviour in cut-scenes. Resulting in just a visually different behavior in best case and bringing the game to a complete halt in worst case (if the "Skip If Cannot Move" checkbox is not ticked).

@Ghabry
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Ghabry commented May 22, 2022

You found an edge-case here :)

RPG_RT.exe has both Facing and Direction.

In Player talking to an Event only updates the Facing but the Turning uses the Direction.
Have to check in which cases this value is copied into Direction when talking to an event...

@Ghabry
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Ghabry commented May 22, 2022

Checked the RPG_RT implementation of talking to an event and this matches with ours.

This means something else triggers that Direction update. Will need some work to figure this out :/

@Ghabry Ghabry added this to the 0.7.1 milestone May 29, 2022
@Ghabry
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Ghabry commented Jun 8, 2022

At least Turn 180°, Move Forward will use the original facing direction as Player does. (I used 180° as this needs less thinking xD)

So it could be related to the jumping

@Ghabry
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Ghabry commented Jun 8, 2022

@TrunXGIT I need more context. The Move Route executes exactly like in RPG_RT.

The problem is something else. Please send the entire project.

@Ghabry Ghabry added the Needs feedback Waiting for the issue author to give further information. label Jun 8, 2022
@TrunXGIT
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TrunXGIT commented Jun 8, 2022

Added the above mentioned move route without the jumping to a NPC and also a NPC with 180° (walk three steps aways from player and come back) to the sample project:
MoveRouteTurnExample.zip

All three NPCs behave different in rpg_rt.exe compared to player.exe.

Player.exe is still using the initial facing direction as the starting point before the player interacted with the NPC.

Here a screenshot from Player.exe once I interacted with each NPC:
grafik
In rpg_rt.exe they always end up in their starting position regardless from which direction the player interacted with them.

@Ghabry
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Ghabry commented Jun 8, 2022

The difference is the "Wait for All Movement" command. When the command is missing it behaves like Player. o_O

@Ghabry Ghabry removed the Needs feedback Waiting for the issue author to give further information. label Jun 8, 2022
@Ghabry Ghabry changed the title Set Move Route: Turn 90° different behaviour in Player.exe compared to RPG_RT.exe Set Move Route with Wait for movement: Turn 90° behaviour difference Jun 8, 2022
Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Jun 25, 2022
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