Walk cycle bug when making the event change image

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Woland

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I'm making a cutscene. The cutscene takes a blank event, teleports it to a location, gives it an image and makes it walk a route. Pretty straightforward stuff:
1585400315379.png

Problem is, when the whole thing gets executed, the King doesn't stand straight. It defaults to the frame where he's taking a step:

1585400357856.png

I investigated and it's not a problem with the sprite - it's set up correctly. This happens in every cutscene where I want the character to appear, walk a bit and then just stop.

Any ideas how to fix it?
 

Ace of Spades

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I'm making a cutscene. The cutscene takes a blank event, teleports it to a location, gives it an image and makes it walk a route. Pretty straightforward stuff:
View attachment 138071

Problem is, when the whole thing gets executed, the King doesn't stand straight. It defaults to the frame where he's taking a step:

View attachment 138072

I investigated and it's not a problem with the sprite - it's set up correctly. This happens in every cutscene where I want the character to appear, walk a bit and then just stop.

Any ideas how to fix it?
What kind of plugins are you using? Are you able to replicate the bug in a brand new project without any plugins? If so, then you'll know the error is with how the sprite it laid out. If the bug isn't replicable in a new project, it's safe to assume a plugin you're using is causing the error.
 

MightyEgg

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In the set movemnt route use "stepping animation off" if you let the mouse corsor for some sec without move will appear all information you need to know.
Let me know if that worked :).
 

Woland

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@Ace of Spades: even in a new project with RTP sprites - same problem.
@MightyEgg: Stepping animation off or walking animations off don't change anything.

The engine behaves as if the left pose in the spritesheet was a default, not the central one.
 

glaphen

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@Ace of Spades: even in a new project with RTP sprites - same problem.
@MightyEgg: Stepping animation off or walking animations off don't change anything.

The engine behaves as if the left pose in the spritesheet was a default, not the central one.
When you set the original image on the original event page is it selecting the middle one or not, probably because of that. You can probably add this script call in movement route to change original pattern.
Code:
this._originalPattern = 1;
 
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Woland

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It's not like it lets me choose - it just selects the whole walksheet, not a specific frame:
1585416274479.png
 

glaphen

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It's not like it lets me choose - it just selects the whole walksheet, not a specific frame:
View attachment 138115
I mean when you choose base image of event in editor, that lets you choose specific pattern. The script call above will let you change that pattern selected,
Code:
this._pattern = 1;
will change the current pattern.
 

Woland

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That was it! The base image for the event was none and that's what was throwing the whole thing off. I've fixed it by making an empty character sheet and just selecting the middle empty space instead of having no image at the start.

Thanks!
 

Kes

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