- Joined
- Jul 22, 2014
- Messages
- 5,624
- Reaction score
- 5,107
- First Language
- English
- Primarily Uses
- RMVXA
Just played the demo "game" on the Pre-Order page - MV feels very smooth and familiar. Good stuff.
However, there seem to be few inconsistencies with Mouse Movement. I figured I'd bring it up here just in case there might still be time to fix it before release.
In the video below, where I have queued a few moves to the right while pinned against scenery, notice how the player tries to move left (presumably to then move up), which is an inefficient route, and gets stopped by the invisible touch event.
Queuing the same tile will always yield the same result, but the behavior is weird in that you could ask to move 4 tiles to the right and it will do so efficiently (one tile down then all the way to the right), whereas you could ask for 5 tiles to the right and it will try to move left, up, and roundabout.
I know this seems like a very minor annoyance, but it would be much more significant in a game where, for example, the terrain on the left was a Damage Floor, or the touch event were used as a flag to continue the plot before you got to finish up in the area you're in.
However, there seem to be few inconsistencies with Mouse Movement. I figured I'd bring it up here just in case there might still be time to fix it before release.
In the video below, where I have queued a few moves to the right while pinned against scenery, notice how the player tries to move left (presumably to then move up), which is an inefficient route, and gets stopped by the invisible touch event.
Queuing the same tile will always yield the same result, but the behavior is weird in that you could ask to move 4 tiles to the right and it will do so efficiently (one tile down then all the way to the right), whereas you could ask for 5 tiles to the right and it will try to move left, up, and roundabout.
I know this seems like a very minor annoyance, but it would be much more significant in a game where, for example, the terrain on the left was a Damage Floor, or the touch event were used as a flag to continue the plot before you got to finish up in the area you're in.

