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Player step in place RPG_RT bug doesn't reproduce in Player.exe #663

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trotterdotp opened this issue Dec 6, 2015 · 5 comments
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@trotterdotp
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trotterdotp commented Dec 6, 2015

This is a funny bug in RPG_RT that makes the hero step in place.

Explanative picture:
stepinplace

You need 2 maps events.

In the first one, start automatically:
<>move hero: slow down movement
<>delete this event

In the second map event, parallel:
<>move hero: speed up movement, speed up movement
<>wait for all movements to end
<>move hero: speed down movement, speed down movement
<>wait for all movements to end

In RPG_RT: you now have the player character stepping in place.
In Player.exe: nothing special happens.

easyRPGdebugHeroSteps.zip

I think this is the only way to have the player step in place like events can do.

Thanks for your work!

@trotterdotp trotterdotp changed the title Player step in place RPG_RT bug Player step in place RPG_RT bug doesn't reproduce in Player.exe Dec 6, 2015
@CherryDT
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It is amazing how you guys find things in RM's behavior even I didn't know about (and in this particular case it doesn't even make sense to me technically why that would happen). Actually, just from how the code looks, shouldn't this make the hero go at max. speed all the time?

@Ghabry
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Ghabry commented Oct 15, 2016

The comment was incorrect. I just looked in the attached game and it is. 2x speedup, wait movement, 2x speed down, wait movement. I edited the issue message.

And it really works :o

@Ghabry Ghabry closed this as completed Oct 15, 2016
@Ghabry Ghabry reopened this Oct 15, 2016
@fmatthew5876
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fmatthew5876 commented Jan 27, 2019

If you start a new game on a map with no events, anim_count ticks up to 5 and then stops. By decreasing move_speed, you can make anim_count tick higher, then afterwards increasing move_speed, you make anim_count immediately > stepping speed, which results in advancing anim_frame and making the player appear to walk.

The underlying mechanics can be observed more easily by just making a single parallel event that does this:

  OpenSaveMeny (x7)
  SetMoveRoute: Player, Decrease Speed, Decrease Speed,
  OpenSaveMenu (x5)
  SetMoveRoute: Player, Increase Speed, Increase Speed, 
Save anim count anim frame move_speed
1 0 1 4
2 1 1 4
3 2 1 4
4 3 1 4
5 4 1 4
6 5 1 4
7 5 1 4
8 6 1 2
9 7 1 2
10 8 1 2
11 9 1 2
12 9 1 2
13 0 2 ❗ 4

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 9, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
@fmatthew5876
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This behavior is now enabled in #1601, however the player move speed is very slow.

That is likely due to interpreter timing issues.

@Ghabry Ghabry added this to the 0.6.x milestone Feb 12, 2019
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 16, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 5, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 6, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 8, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 10, 2019
Redo the logic to make Player EasyRPG#663 and Test case 32 pass
@fmatthew5876
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This is now properly "fixed" in #1628

It behaves the same as RPG_RT

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