Some Pixel Movement Bugs and things Topic is solved

Bugs from beta versions only.
User avatar
Reikou
Intermediate Poster
Intermediate Poster
Posts: 90
Joined: Thu Nov 27, 2014 4:26 am

Some Pixel Movement Bugs and things

Postby Reikou » Tue Feb 07, 2017 8:21 am

I was somehow unable to use the shortcut to cellsvich ( The one used to avoid the forest )

If you face a solid object and hold the arrow key towards it the footstep sounds will still be heard, even if you don't actually move.

I was somehow able to stand on Yuna's head, so I guess I should take this chance to also suggest that they have some increased icon priority/Layer compared to players to avoid this.

Image


Battlerings and icon positioning get messed up when you start a fight, but seem to get fixed when you move.

Image
Image


Digging holes can feel a bit weird when you're on the edge of the grid/square and give the impression that you're digging on the wrong place ( Like behind you. )

User avatar
Sarah54321
Frequent Poster
Frequent Poster
Posts: 161
Joined: Wed Nov 12, 2014 10:00 pm

Re: Some Pixel Movement Bugs and things

Postby Sarah54321 » Tue Feb 07, 2017 9:14 am

Image

So if you overlap or bump into someone in a certain way, usually via diagonal, you can get shoved in many places that you can't get out of.
"I write because I wish to write. I am because I want to be. Don't question me, do you really know what's right?"

User avatar
Neus
Site Admin
Site Admin
Posts: 4603
Joined: Tue Nov 11, 2014 12:53 pm

Re: Some Pixel Movement Bugs and things  Topic is solved

Postby Neus » Wed Feb 08, 2017 5:44 am

Most of these have been corrected. The only thing I didn't touch is the dig 'issue', not really sure how big of a deal it is or what could be done about it aside from moving you to the middle of the tile when you start digging.

The shortcut that bypasses the forest doesn't work because of the way collision detection works with pixel movement.

User avatar
MegaBlues
Posted to Death
Posted to Death
Posts: 777
Joined: Wed Nov 12, 2014 7:13 pm

Re: Some Pixel Movement Bugs and things

Postby MegaBlues » Wed Feb 08, 2017 6:04 am

In response to the digging bit, I have an idea. Maybe change digging so that using a digging implement once would highlight the tile you were in, and then using it again would confirm the action? And canceling the highlight could be done just by moving.

If it's possible, I think that would be much better looking than suddenly clipping to a spot or phasing into place.


Return to “Beta Bugs”

Who is online

Users browsing this forum: No registered users and 1 guest