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Timer 1 in wrong position & the Event Touch is detected before #886

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Br4ssman opened this issue May 5, 2016 · 11 comments

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@Br4ssman
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commented May 5, 2016

Hi there,
Look, Timer 1 generally appears on the top-left screen corner. In this case, above the Status Time box.
About the Event Touch: it can be seen better when Alex touch the event from sides in EasyRPG Player.

RPG_RT
https://youtu.be/NqvziU82gSk

EasyRPG Player
https://youtu.be/56chY_mM-1A

By the way, in this mini-game test is more difficult to catch items in RPG_RT than EasyRPG

Testcase: Collisions.zip


Fixed:

  • timer1 position
  • event touch since 0.6.1

(Edited by @carstene1ns to make the status of this bug visible in the overview)

@Zegeri

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commented May 10, 2016

The first issue is fixed here 3ffdd70. About the event touch issue, it might be hard to tell from the video. I've tried to isolate the issue in this test project and I got the opposite impression. It looks like it would be more difficult to catch items in EasyRPG than in RPG_RT. Run that test project both with RPG_RT and Player: in RPG_RT, Alex collides with the moving event, while in Player doesn't.

@fdelapena fdelapena added this to the 0.4.2 milestone May 10, 2016

@fdelapena fdelapena modified the milestones: 0.6.0, 0.5.0 Jul 21, 2016

@carstene1ns

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commented Aug 13, 2017

Added the testcase from IRC link.

@Ghabry

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commented Sep 4, 2018

The problem is that touch events are only supposed to count when the move is finished:

<-- Player | RPG_RT -->
collision

@Ghabry

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commented Sep 4, 2018

But one corner case: When the event is not moving the touch event triggers immediately (on the 1st frame of movement onto the tile)

@Ghabry Ghabry modified the milestones: 0.6.0, 0.5.4 Sep 5, 2018

Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Sep 5, 2018

When the event is moving and on Layer below/above the collision only …
…happens when the Player is exactly on the tile.

Fix EasyRPG#886

Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Sep 5, 2018

When the event is moving and on Layer below/above the collision only …
…happens when the Player is exactly on the tile.

Fix EasyRPG#886 (the 2nd, 1st was already resolved)
@Ghabry

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commented Sep 23, 2018

Moving the collision patch to 0.5.5/0.6 because this is a total mess:

New test case:

Collisions+priorities.zip

Going to prepare a table :/

Event Touch: This is almost totally consistent. It doesn't matter if the event is moving.

Blocked = Movement on the tile is forbidden
Entering = Event execution starts when walking towards the tile or the tile walks towards you
Player Entering = Like Entering but the Player did the move
Finished = Event execution starts when the Player finished walking towards the tile (the precondition here is the the Player moved!)

Event Touch X-Tile Other
Below Blocked Entering
Same Blocked + Entering Blocked + Entering
Above Entering Entering
Event T + Through Any
Below Entering
Same Standing in front + Action key
Above Entering

(Doesn't matter if Player or Event has through)

Player Touch X-Tile Other
Below Blocked Finished
Same Blocked + Player Entering Blocked + Player Entering
Above Finished Finished
Player T + Through Any
Below Finished
Same Standing in front + Action key
Above Finished
@Ghabry

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commented Feb 12, 2019

Because this is event collision related I will postbone this to 0.6.x and ping @fmatthew5876 as this is probably related to #1628

@Ghabry Ghabry modified the milestones: 0.6.0, 0.6.x Feb 12, 2019

@Br4ssman

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commented Mar 1, 2019

The event routes and collisions need to be fixed, but in SCH there is a new clue: the jewels, power-ups and power-down, are events with graphic from tilesets (16x16), Is it possible that EasyRPG use all event graphics like charset graphics?

@Ghabry

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commented Mar 2, 2019

@fmatthew5876
More event touch vs player/collision touch:

This test case I linked few posts above: https://github.com/EasyRPG/Player/files/2408629/Collisions%2Bpriorities.zip

@fmatthew5876

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commented Mar 17, 2019

I think the original test case is fixed by #1697 but it's hard to tell.

Could use a second opinion

@Ghabry

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commented Mar 22, 2019

When my tests in the zip are fixed the one in the game should be also fixed. Testing this later

The problem is basicly what I had shown in that gif: #886 (comment)

@Ghabry

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commented Apr 20, 2019

this is indeed fixed by 1697

@fmatthew5876 fmatthew5876 referenced this issue Apr 20, 2019
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