- Joined
- Apr 13, 2019
- Messages
- 116
- Reaction score
- 149
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- English
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- RMVX
Hi guys, please help! >.<
This bug really blown up my head.
Normally it doesn't seem to be a big problem.
But due to i am using Falcao Lite Interaction System,
which you can freely jump around and, you can block
player from jumping over st with a region/ a tiletag...
The problem is, if player is moving straight and suddenly turn
to another direction and hit jump really really fast, the game
won't realize that he has just changed direction and thus allow him
to perform jump, while he shouldn't (assume 2 side is blocking wall
and he is moving straight, but then because he turn direction so
fast that he able to run into the wall @.@)
Now i tried to make it wait for 1 frames before update the Falcao system
and also reverse exe order to make it exe movement before exe Falcao system.
However it doesn't help, and if i set wait frame too much, it will ruin Falcao
system.
Can someone help! @.@ i tried everything i could, urg.. brain.. hurt... is.. i mean my brain is hurt = |
This bug really blown up my head.
Normally it doesn't seem to be a big problem.
But due to i am using Falcao Lite Interaction System,
which you can freely jump around and, you can block
player from jumping over st with a region/ a tiletag...
The problem is, if player is moving straight and suddenly turn
to another direction and hit jump really really fast, the game
won't realize that he has just changed direction and thus allow him
to perform jump, while he shouldn't (assume 2 side is blocking wall
and he is moving straight, but then because he turn direction so
fast that he able to run into the wall @.@)
Now i tried to make it wait for 1 frames before update the Falcao system
and also reverse exe order to make it exe movement before exe Falcao system.
However it doesn't help, and if i set wait frame too much, it will ruin Falcao
system.
Code:
def update
#update_intsystem
falcao_intsystem_update
#reverse order and wait 1 frame
update_intsystem if @cwait <= 0
@cwait -= 1
end
