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Pixel Movement Testing
#24
Bweh, looks like I've underestimated Dev here! I'm sorry for over-worrying about something you had covered from the get-go, and I think you know how much the 'first sting from a needle' hurts in children, so disconsider my grown-up baby tears back there and don't 'lol' me. :c

Anyway, I'm happy everything is going the way I didn't expect so far, and it seems like everything is going according to plan and the optimization's speed is on pair. So I better become useful here instead of an young ranting old memeface.

Here goes one for you, the 'moonwalking' issue, I think they call it 'skin problems':

Quote:First you press the right arrow, then when your char starts walking, you press the left at the same time and hold both down.

Your char will move 'north' while facing 'right', instead of stopping in their tracks (Due to neutralizing the movement by using the opposite key) or changing trajectory to west (As expected, since you're pressing another key and the opposite, it should cancel one direction.)

It's presumed that up vs down will make your char to run west, but I didn't test this second interaction.

By the way, Spooks, he said he's going to do something about the swords, it's like a placeholder for now. First le Dev needs a solid ground to work on, then we get the conga line back.

Also, Sawrock's suggestion for the toggle seems to be decent, and more and more like Misuterii's so there goes another reference for it. I dig it.

If it's not in your future plans, the 'Sneaking' could be bound to the talent, so you could use it to pass by Enemy NPCs unnoticed? I wonder if the 'move_speed' variable can be attached to the NPC's 'perception' AI.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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