- Joined
- Feb 8, 2014
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Hello! Let's get right into it. I've had this bug for the majority of the 2.5 years I've been developing my game, but I haven't asked about it up until now. Basically, I've isolated the problem down to one script, and one core script edit.
Let me explain. So, my game has a horror/suspense theme, so the player walks much slower than in normal RPG Maker games, and has a sprint when they are being chased. To make this smooth, I am using Gary CXJk's Free Movement script, which adds 8 directional pixel-based movement, free of the grid. To slow the player down to about a third of what is normal, I have changed a line in Game_CharacterBase, in the definition of distance_per_frame. This can be found on lines 135-137.
Normally, that 768 value is 256. By tripling it, it thirds the speed of the player. However, in doing this, the player's sprite will visually vibrate when walking in certain directions. The actual directions this occurs in vary considerably, and I have seen it occur on every direction, simply not all at the same time. There is always at least one direction that behaves normally, usually an orthogonal.
The only values at which I have not seen the vibrations occur is the default, 256, and double that, 512. However, 512 is still a bit too quick, and it makes the walking animations of the player look strange, in my opinion. This is also the reason I am not using the built-in functions to slow the player, as only x2, x4, and x8 speeds are offered, when I need a x3 option.
Thank you for reading this, and for any help you can offer solving this issue, of any other solutions you can offer.
Let me explain. So, my game has a horror/suspense theme, so the player walks much slower than in normal RPG Maker games, and has a sprint when they are being chased. To make this smooth, I am using Gary CXJk's Free Movement script, which adds 8 directional pixel-based movement, free of the grid. To slow the player down to about a third of what is normal, I have changed a line in Game_CharacterBase, in the definition of distance_per_frame. This can be found on lines 135-137.
Ruby:
def distance_per_frame
2 ** real_move_speed / 768.0
end
The only values at which I have not seen the vibrations occur is the default, 256, and double that, 512. However, 512 is still a bit too quick, and it makes the walking animations of the player look strange, in my opinion. This is also the reason I am not using the built-in functions to slow the player, as only x2, x4, and x8 speeds are offered, when I need a x3 option.
Thank you for reading this, and for any help you can offer solving this issue, of any other solutions you can offer.
