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[RMVX ACE] STATIONARY EVENTS JITTERING AROUND

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Max McGee
with sorrow down past the fence
9159
First off, I just want to express how seriously grateful I am that I haven't run into a more serious glitch like Liberty or Cecil_Beoulve ran into, because if something like that happened my (emotional) shit would be seriously ruined, and I'd be crying tears of blood.

That said, here's today's weirdness. Stationary events--specifically stationary events using graphics from Tile B through Tile E, but other stationary events too-- kind of move around a little bit while the player is moving along the map. Sometimes (like a save point that is one event large) this problem isn't that bothersome but sometimes when a bunch of events are all shifting around at once (like if I made the top half of a statue from events to allow for another layer of mapping while the bottom half is made from normal B-E tiles) it is...very distracting, to say the least.

The events don't move a LOT, is the thing, they only shift maybe...2-4 pixels? Maybe even less? And only when the player is moving around. It was actually tricky to even get a screenshot of the problem, but here one is:



Here's the scripts i gots in this project (related to what i'm working on for the revive the dead event).



I am suspecting that the Victor scripts may be the culprit, but I'm not at all sure. (I will check into it and post back here but I just wanted to check real quick if anyone had run into this error.)
I have this happen when I use a run script. Basically, if your movement speed is too fast it'll cause the small 'jump'. I'd recommend getting Helladen's movement speed script. It allows you to get rid of dashing and set your own speed for walk. (I recommend .8 or lower. It's still faster than walking. Anything over 1 should be whole numbers or jumping occurs.)

As for why this happens? I guess the process of movement is too fast for events to 'move' with the player.
If the problem only happens when the player is moving then it is not likely a script error from outside.

The problem you're seeing is that sprites are being moved into the correct coordinates within the screen and since they're made up of many parts you're seeing a slight jiggle/split before they finish updating. This is not something that is RPG Maker exclusive, this also happens on other engines and games as well when the computer or console cannot keep up with the updating of positions or when the positions change slightly using float values.

If it's the problem I'm thinking of you should be able to trigger it by also using the command that scrolls the map.
Turn it into a picture and use the show picture command?
Max McGee
with sorrow down past the fence
9159
author=Liberty
I have this happen when I use a run script. Basically, if your movement speed is too fast it'll cause the small 'jump'. I'd recommend getting Helladen's movement speed script. It allows you to get rid of dashing and set your own speed for walk. (I recommend .8 or lower. It's still faster than walking. Anything over 1 should be whole numbers or jumping occurs.)

As for why this happens? I guess the process of movement is too fast for events to 'move' with the player.


Here's the weird thing, I've disabled dashing and am using the default walk speed (the 8 frame animations look smoother that way). So the pace of the hero moving is actually quite stately.
Oh, hey Max. About this, apparently it's caused by a bug in Ace. There's a script fix for it though! Yeah, I didn't know that either (or I did and forgot). Here's a link to the script and it should help!

http://forums.rpgmakerweb.com/index.php?/topic/17448-event-jitter-fix-display-rounding-error-fix/
Max McGee
with sorrow down past the fence
9159
Many thanks!
Pages: 1