Minor Animation Bug

radarhead

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I've just started a project in MV and encountered a minor but annoying bug with an animated switch. When the player flips the switch the first time (animation plays forwards) it looks fine. But when it's toggled back (animation plays backwards) the sprite "flickers" and reverts to the first frame before playing the animation correctly. How can I avoid this so my animation appear to play smoothly? Apologies if any of this is confusing, first time posting here.
Used the stock switch sprite here because it's easier to see the issue.
 

Shaz

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It's not a bug. It's actually intended behaviour, and you need to do something special in the cases where you don't want it to happen.
It is because events have 4 rows which represent 4 facing directions, and the event will "turn" to face the player when it's triggered by Action Button. This makes sense for people, where the sprite has 4 rows with a different direction in each, but not for most other objects where the rows are not different directions, and sometimes not the same sprite at all.

To fix, check the Direction Fix box on both event pages. Then change the move routes to add Direction Fix OFF as the first command, and Direction Fix ON as the last command. This will stop the event "turning" to face the player on activation, but allow it to turn to animate.
 

radarhead

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It's not a bug. It's actually intended behaviour, and you need to do something special in the cases where you don't want it to happen.
It is because events have 4 rows which represent 4 facing directions, and the event will "turn" to face the player when it's triggered by Action Button. This makes sense for people, where the sprite has 4 rows with a different direction in each, but not for most other objects where the rows are not different directions, and sometimes not the same sprite at all.

To fix, check the Direction Fix box on both event pages. Then change the move routes to add Direction Fix OFF as the first command, and Direction Fix ON as the last command. This will stop the event "turning" to face the player on activation, but allow it to turn to animate.
Thanks for the extra fast response and detailed explanation! I suspected it might have been a intended feature of interacting but I wasn't sure.
 

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