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Temporal Variables
WolfCoder- 12/02/2014 10:31 PM
- 2407 views
Otherwise known as that magic setting that makes a lot of bugs you used to have in RPG Maker 2003 go away.
In the next release, you'll have temporal variables. I resisted doing this because I didn't want the variables thing to get complicated past RPG Maker 2003, but I think the advantages in games with less bugs is greater. Bugs?
Have you ever gone crazy in RPG Maker 2003 trying to figure out why some variables weren't working correctly? In RPG Maker 2003, variables were all globals which means every event gets to set and read them. What if you made "temp" variables like the above to calculate something, like say.. a battle calculation in a neat helper Common Event only to have it not work correctly and you just don't know why!
And then after a week of madness you realize the Common Event you were calling was writing to the same "temp" variables, clobbering their values.
So you know local variables belong to the event and are saved with the event, right? What if there were variables that went further and belong with the event script page itself? These temporal variables are reset to 0 at the beginning of the script page while not erasing their values on the page that called it before, but if you call a common event/derived then these variables can be reused there without interference.
Well, that's the long-winded but easier to understand explanation. Us software engineers just refer to it as "the stack". Although they would get a little confused and think Local Variables were the ones that did this and then ask what a Temporal Variable is. I only named it that so it's really easy to remember what it is used for, and if you open it up in a default project you can quickly understand why it's there.
You'll be fine if you make your "Temp" variables Temporal Variables. It will save a lot of variable space too. If that's too confusing, you could just use variables like you used to.. although you'll regret not spending the time to do this quick step later on when mysterious variable bugs occur.
If you read the code above, you'll think it shows the value of some variable and then also show the result of rolling between 1 and 10 which is what it does.. but without this Temporal Variable feature, it would show "Numbers are 4 and 4." every single time and it would confuse you for a while before you actually realize what is going on.
Even though I know all this it still happens to me if I get even slightly careless, hence why I put it in so we can all save ourselves from ourselves.

In the next release, you'll have temporal variables. I resisted doing this because I didn't want the variables thing to get complicated past RPG Maker 2003, but I think the advantages in games with less bugs is greater. Bugs?
Have you ever gone crazy in RPG Maker 2003 trying to figure out why some variables weren't working correctly? In RPG Maker 2003, variables were all globals which means every event gets to set and read them. What if you made "temp" variables like the above to calculate something, like say.. a battle calculation in a neat helper Common Event only to have it not work correctly and you just don't know why!

And then after a week of madness you realize the Common Event you were calling was writing to the same "temp" variables, clobbering their values.
So you know local variables belong to the event and are saved with the event, right? What if there were variables that went further and belong with the event script page itself? These temporal variables are reset to 0 at the beginning of the script page while not erasing their values on the page that called it before, but if you call a common event/derived then these variables can be reused there without interference.

Well, that's the long-winded but easier to understand explanation. Us software engineers just refer to it as "the stack". Although they would get a little confused and think Local Variables were the ones that did this and then ask what a Temporal Variable is. I only named it that so it's really easy to remember what it is used for, and if you open it up in a default project you can quickly understand why it's there.
You'll be fine if you make your "Temp" variables Temporal Variables. It will save a lot of variable space too. If that's too confusing, you could just use variables like you used to.. although you'll regret not spending the time to do this quick step later on when mysterious variable bugs occur.

If you read the code above, you'll think it shows the value of some variable and then also show the result of rolling between 1 and 10 which is what it does.. but without this Temporal Variable feature, it would show "Numbers are 4 and 4." every single time and it would confuse you for a while before you actually realize what is going on.
Even though I know all this it still happens to me if I get even slightly careless, hence why I put it in so we can all save ourselves from ourselves.
Posts 

Pages:
1
Bugs:
#01 Editor crashes if you try to compile without opening a project.
#02 If you place the project file in the home directory (I know it's a bad idea), it will throw up errors saying that it's unable to copy the required libraries in the project folder.
#03 The rpg20xx executable inside the project folder does not have an icon.
#04 If you create a New Project while an old project is open, the changes made to the old project will be discarded without a confirmation message.
#05 The New Project does not appear in the list of Recent Projects until you close it and open it again.
#06 There is no confirmation message if you try to close a project without saving it first.
#07 If you close a new project without saving it first, the next time you'll open it, it will be completely blank. No tilesets will be loaded and instead of the water tiles, you'll be greeted with nothingness.
#08 If you click on the Soundtrack icon without opening any project, the engine crashes.
#09 The engine crashes if you click on the following items in the Edit menu > "New Maps", "Map/Area Settings" & "Delete Map"
#10 If you delete the project folder or change it's path, the engine would continue to show a Error prompt that it "Cannot open x.rp" until a new project is opened, no matter how many times you restart.. The desired behaviour should be that it should change it's config values after the first restart.
#11 Pressing Esc in Database opens Set Maximum dialog box.
#12 There doesn't seem to be any change if you change the tiles from 16*16 to 32*32.
#13 It's a complicated one so I'm just going to explain the steps to reproduce it.
Possible Bugs:
#01 You can't exit out of Esc from any menu except game menu. You have to press "X". Steps to reproduce: Just open Load Game screen and try to exit it by pressing Esc.
#02 You can't close any dialog box by Esc. Esc is like the universal key of exiting out of dialog/message boxes.
#03 Can't scroll the Map Editor with mousewheel.
Feature Request:
#01 Close Project button.
#02 Undo/Redo options.
#03 Double Click to set an Event.
#04 A visible grid in the map editor.
PS: I didn't have time to test the engine thoroughly, so I will be back.
#01 Editor crashes if you try to compile without opening a project.
#02 If you place the project file in the home directory (I know it's a bad idea), it will throw up errors saying that it's unable to copy the required libraries in the project folder.
#03 The rpg20xx executable inside the project folder does not have an icon.
#04 If you create a New Project while an old project is open, the changes made to the old project will be discarded without a confirmation message.
#05 The New Project does not appear in the list of Recent Projects until you close it and open it again.
#06 There is no confirmation message if you try to close a project without saving it first.
#07 If you close a new project without saving it first, the next time you'll open it, it will be completely blank. No tilesets will be loaded and instead of the water tiles, you'll be greeted with nothingness.
#08 If you click on the Soundtrack icon without opening any project, the engine crashes.
#09 The engine crashes if you click on the following items in the Edit menu > "New Maps", "Map/Area Settings" & "Delete Map"
#10 If you delete the project folder or change it's path, the engine would continue to show a Error prompt that it "Cannot open x.rp" until a new project is opened, no matter how many times you restart.. The desired behaviour should be that it should change it's config values after the first restart.
#11 Pressing Esc in Database opens Set Maximum dialog box.
#12 There doesn't seem to be any change if you change the tiles from 16*16 to 32*32.
#13 It's a complicated one so I'm just going to explain the steps to reproduce it.
--> Start a New Game.
--> Press Up/Down key and then press Left/Right key. The Character will continue to move in the Up/Down direction.
--> Now, press Left/Right key and then press Up/Down key. Character will immediately turn in the Up/Down direction.
Possible Bugs:
#01 You can't exit out of Esc from any menu except game menu. You have to press "X". Steps to reproduce: Just open Load Game screen and try to exit it by pressing Esc.
#02 You can't close any dialog box by Esc. Esc is like the universal key of exiting out of dialog/message boxes.
#03 Can't scroll the Map Editor with mousewheel.
Feature Request:
#01 Close Project button.
#02 Undo/Redo options.
#03 Double Click to set an Event.
#04 A visible grid in the map editor.
PS: I didn't have time to test the engine thoroughly, so I will be back.
Crazy! Thanks for finding these.
"Editor crashes if you try to compile without opening a project."
Confirmed. I have the play button disabled in the toolbar, but I forgot about the window menu.
"If you place the project file in the home directory (I know it's a bad idea), it will throw up errors saying that it's unable to copy the required libraries in the project folder."
You're right, it's a bad idea. RPG20XX should never be run in administrator mode (not even the server).
It's not really a bug, the OS is denying access and RPG20XX understands this.
"The rpg20xx executable inside the project folder does not have an icon."
I haven't decided on one yet. People are already familiar with resource hacking the icon to make it one for their game,
that will be fine in RPG20XX too. I don't know if I can safetly write an automatic resource hacker, though.
"If you create a New Project while an old project is open, the changes made to the old project will be discarded without a confirmation message."
Confirmed. Yikes.
"The New Project does not appear in the list of Recent Projects until you close it and open it again."
It shouldn't because it's already open, yes? I'm still going to award this report to you anyways because
if you then make ANOTHER new project, the older new project is still not in the recent projects list.
You see, I might solve this bug by simply having all new projects update in recent projects anyways.
"There is no confirmation message if you try to close a project without saving it first."
Projects are automatically saved repeatedly after many actions. Closing the editor always saves the project.
There will be a command added later called REVERT which will reset the project to the last time you manually clicked save.
This includes if you had opened and closed the editor multiple times. So now you have backed-up auto save
and a future backed-up revert that survive user carelessness.
"If you close a new project without saving it first, the next time you'll open it, it will be completely blank. No tilesets will be loaded and instead of the water tiles, you'll be greeted with nothingness."
Confirmed. This is a bug in my previous statement, it does not auto save the project on close if you had just started a new one in the same editor session.
"If you click on the Soundtrack icon without opening any project, the engine crashes."
Confirmed.
"The engine crashes if you click on the following items in the Edit menu > "New Maps", "Map/Area Settings" & "Delete Map"
I assume you meant if there's no project loaded? Confirmed.
"If you delete the project folder or change it's path, the engine would continue to show a Error prompt that it "Cannot open x.rp" until a new project is opened, no matter how many times you restart.. The desired behaviour should be that it should change it's config values after the first restart."
Confirmed.
"Pressing Esc in Database opens Set Maximum dialog box."
Confirmed. What is this I don't even?
"There doesn't seem to be any change if you change the tiles from 16*16 to 32*32."
AH! HAHA! YOU'RE WINNER! I was wondering how long it would be before someone points this out.
32x32 has minimal effect right now because I don't have a set of materials in the double resolution
format to test against in both the editor and engine. Once I get those, I can test every drawing command
that it adapts to a change in resolution properly.
"It's a complicated one so I'm just going to explain the steps to reproduce it."
Confirmed.
"You can't exit out of Esc from any menu except game menu. You have to press "X". Steps to reproduce: Just open Load Game screen and try to exit it by pressing Esc."
This is because ESC and TAB are both defaulted to actually bring up game menu.
There's already an alias system inside the engine so this will be configurable later.
"You can't close any dialog box by Esc. Esc is like the universal key of exiting out of dialog/message boxes."
In every PC game I've ever played, hitting ESC brings up a menu.
"Can't scroll the Map Editor with mousewheel."
Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do.
As for your feature requests, I've already got those planned. Except
"Double Click to set an Event."
Click and/or click dragging actually selects upper tiles on the map.
RPG20XX lets you make events made out of multiple tiles on the map
(their collision properties are included in the event's tile body)
This is a lot of stuff and it helps, thanks. You've already in 3rd for bug hunting and suggestions:
<MakoInfused> 23
<DarkFox> 19
<DragoonHP> 10
<Link_2112> 6
<NewBlack> 6
<NeithR> 5
<Someoneman> 3
<orochii> 3
<matthewac95> 2
<MarkusT> 2
<Ramza> 2
<Common> 1
<Cage> 1
<Konradix> 1
"Editor crashes if you try to compile without opening a project."
Confirmed. I have the play button disabled in the toolbar, but I forgot about the window menu.
"If you place the project file in the home directory (I know it's a bad idea), it will throw up errors saying that it's unable to copy the required libraries in the project folder."
You're right, it's a bad idea. RPG20XX should never be run in administrator mode (not even the server).
It's not really a bug, the OS is denying access and RPG20XX understands this.
"The rpg20xx executable inside the project folder does not have an icon."
I haven't decided on one yet. People are already familiar with resource hacking the icon to make it one for their game,
that will be fine in RPG20XX too. I don't know if I can safetly write an automatic resource hacker, though.
"If you create a New Project while an old project is open, the changes made to the old project will be discarded without a confirmation message."
Confirmed. Yikes.
"The New Project does not appear in the list of Recent Projects until you close it and open it again."
It shouldn't because it's already open, yes? I'm still going to award this report to you anyways because
if you then make ANOTHER new project, the older new project is still not in the recent projects list.
You see, I might solve this bug by simply having all new projects update in recent projects anyways.
"There is no confirmation message if you try to close a project without saving it first."
Projects are automatically saved repeatedly after many actions. Closing the editor always saves the project.
There will be a command added later called REVERT which will reset the project to the last time you manually clicked save.
This includes if you had opened and closed the editor multiple times. So now you have backed-up auto save
and a future backed-up revert that survive user carelessness.
"If you close a new project without saving it first, the next time you'll open it, it will be completely blank. No tilesets will be loaded and instead of the water tiles, you'll be greeted with nothingness."
Confirmed. This is a bug in my previous statement, it does not auto save the project on close if you had just started a new one in the same editor session.
"If you click on the Soundtrack icon without opening any project, the engine crashes."
Confirmed.
"The engine crashes if you click on the following items in the Edit menu > "New Maps", "Map/Area Settings" & "Delete Map"
I assume you meant if there's no project loaded? Confirmed.
"If you delete the project folder or change it's path, the engine would continue to show a Error prompt that it "Cannot open x.rp" until a new project is opened, no matter how many times you restart.. The desired behaviour should be that it should change it's config values after the first restart."
Confirmed.
"Pressing Esc in Database opens Set Maximum dialog box."
Confirmed. What is this I don't even?
"There doesn't seem to be any change if you change the tiles from 16*16 to 32*32."
AH! HAHA! YOU'RE WINNER! I was wondering how long it would be before someone points this out.
32x32 has minimal effect right now because I don't have a set of materials in the double resolution
format to test against in both the editor and engine. Once I get those, I can test every drawing command
that it adapts to a change in resolution properly.
"It's a complicated one so I'm just going to explain the steps to reproduce it."
Confirmed.
"You can't exit out of Esc from any menu except game menu. You have to press "X". Steps to reproduce: Just open Load Game screen and try to exit it by pressing Esc."
This is because ESC and TAB are both defaulted to actually bring up game menu.
There's already an alias system inside the engine so this will be configurable later.
"You can't close any dialog box by Esc. Esc is like the universal key of exiting out of dialog/message boxes."
In every PC game I've ever played, hitting ESC brings up a menu.
"Can't scroll the Map Editor with mousewheel."
Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do.
As for your feature requests, I've already got those planned. Except
"Double Click to set an Event."
Click and/or click dragging actually selects upper tiles on the map.
RPG20XX lets you make events made out of multiple tiles on the map
(their collision properties are included in the event's tile body)
This is a lot of stuff and it helps, thanks. You've already in 3rd for bug hunting and suggestions:
<MakoInfused> 23
<DarkFox> 19
<DragoonHP> 10
<Link_2112> 6
<NewBlack> 6
<NeithR> 5
<Someoneman> 3
<orochii> 3
<matthewac95> 2
<MarkusT> 2
<Ramza> 2
<Common> 1
<Cage> 1
<Konradix> 1
author=WolfCoderI ran it as an admin and in a normal folder. Screeny
You're right, it's a bad idea. RPG20XX should never be run in administrator mode (not even the server).
It's not really a bug, the OS is denying access and RPG20XX understands this.
Sorry if I misunderstood something.
author=WolfCoderIt will be neat to be able to change/set project icon from the Project settings, but this feature isn't that big of a deal anyway.
I haven't decided on one yet. People are already familiar with resource hacking the icon to make it one for their game,
that will be fine in RPG20XX too. I don't know if I can safetly write an automatic resource hacker, though.
author=WolfCoderIt won't appear in the Recent List until you open it again.
It shouldn't because it's already open, yes? I'm still going to award this report to you anyways because
if you then make ANOTHER new project, the older new project is still not in the recent projects list.
You see, I might solve this bug by simply having all new projects update in recent projects anyways.
author=WolfCoderMaybe I'm spoiled because Esc is used to exit menus and screens in RPG Maker engines.
This is because ESC and TAB are both defaulted to actually bring up game menu.
author=WolfCoderSorry if I wasn't clear. I meant the Resources / Database windows. That's how I discovered the Set Maximum bug.
In every PC game I've ever played, hitting ESC brings up a menu.
author=WolfCoderScreenshot
Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do.
Feature Request:
#05 A true portable version of RPG 20XX. Right now the settings are saved in %appdata%, which while being nice, isn't really a truly portable option. Can we have a option to choose it during the first run or some other alternative. For example, if a folder called config is in the home directory, the settings will be automagically saved there.
#06 Option to delete a project in the Editor. Right now if you manually delete the project, some Project specific files still remain in the %appdata% folder.
#07 Option to remove specific entries from Recent Project. Maybe just a simple check if the Delete key was pressed or something.
EDIT: (I'm a little tired, so sorry if I don't make much sense)
Bugs:
#14 Using Add Character event will crash the player.
#15 The Engine crashes if you try to use an Empty tilset in your map.Much Better explanation
#16 Complicated so here are the steps:
--> Shift draw a region.
--> Click on any tile to give it a "border".
--> The first click will go unregistered and you'll have to click a second time for the border to appear.
Possible Bugs:
#04 Related to #16
--> Shift draw a region.
--> Click on any tile to give it a "border".
--> The Left & Right tiles will get a border too.
Feature Request:
#08 When no choices are added and Show choices is used it should fail more gracefully. It should definitelyScreenshot not crash the game.
#09 Ability to navigate the map grid using direction keys. And I'll like to extend MakoInfused request. Please make the entire Engine more Keyboard friendly.
#10 Change the wording of "Set Maximum" in the Database window. It's confusing and it took me a while to understand how to add more Characters. Maybe use a simple Add button.
#11 Make an image viewer for viewing the resources files if possible. For example, you double click / click on Preview and see the file before importing/exporting it.
"I ran it as an admin and in a normal folder. Screeny Sorry if I misunderstood something."
Oh I see, you can't also put projects in the editor's folder. It then attempts to copy engine files
over its own plugins and files which it can't do. You can make a subfolder in the editor folder if you want.
"Sorry if I wasn't clear. I meant the Resources / Database windows. That's how I discovered the Set Maximum bug."
I was referring to your comment about what ESC should do.
When I said: "Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do."
It wasn't because I misunderstood you. You have one mouse wheel, there are two scrollbars.
You can hold SPACE and drag the map around if you want a shortcut for panning the map view
"A true portable version of RPG 20XX. Right now the settings are saved in %appdata%, which while being nice, isn't really a truly portable option. Can we have a option to choose it during the first run or some other alternative. For example, if a folder called config is in the home directory, the settings will be automagically saved there."
RPG20XX was designed to be UAC compliant. This is where stuff needs to go for this.
It also lets you configure the engine once to your liking, and then every game using RPG20XX
will already be configured the way you want (key bindings, for instance).
You get all the "portability" you need with the 2XG files. You can just share that single file around
and it can be executed by everyone's installation of RPG20XX.
"Option to delete a project in the Editor. Right now if you manually delete the project, some Project specific files still remain in the %appdata% folder."
Those aren't project specific, those are game specific. The folders there are saved game data.
They don't appear if you never test play the game.
"Using Add Character event will crash the player."
There is no such thing in RPG20XX
"The Engine crashes if you try to use an Empty tilset in your map.Much Better explanation"
Confirmed.
"#16 Complicated so here are the steps:"
Confirmed.
"When no choices are added and Show choices is used it should fail more gracefully. It should definitelyScreenshot not crash the game."
I have these fatal errors in here so that you will understand why something isn't working.
If I let the engine continue, you could get hidden invisible looping errors that slow everything down,
corruption could occur in memory or in the save file, etc.
If you've got errors, fix the errors.
"Ability to navigate the map grid using direction keys. And I'll like to extend MakoInfused request. Please make the entire Engine more Keyboard friendly."
I've already got general keyboard acceleration planned. For like everything. It will be added after I fix and polish what's there. Don't worry, I'll let you spaz out on the keyboard and mouse like you're playing a competitive RTS and make RPGs within seconds in the future once I've got an editor in the first place.
This also includes fixing odd tabstops and OK/Cancel buttons being out of order, so I'm already aware some dialogs have those buttons in reverse order.
"Make an image viewer for viewing the resources files if possible. For example, you double click / click on Preview and see the file before importing/exporting it."
Should be able to change your icon view to one with thumbnail previews, it's the standard windows open file dialog.
Oh I see, you can't also put projects in the editor's folder. It then attempts to copy engine files
over its own plugins and files which it can't do. You can make a subfolder in the editor folder if you want.
"Sorry if I wasn't clear. I meant the Resources / Database windows. That's how I discovered the Set Maximum bug."
I was referring to your comment about what ESC should do.
When I said: "Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do."
It wasn't because I misunderstood you. You have one mouse wheel, there are two scrollbars.
You can hold SPACE and drag the map around if you want a shortcut for panning the map view
"A true portable version of RPG 20XX. Right now the settings are saved in %appdata%, which while being nice, isn't really a truly portable option. Can we have a option to choose it during the first run or some other alternative. For example, if a folder called config is in the home directory, the settings will be automagically saved there."
RPG20XX was designed to be UAC compliant. This is where stuff needs to go for this.
It also lets you configure the engine once to your liking, and then every game using RPG20XX
will already be configured the way you want (key bindings, for instance).
You get all the "portability" you need with the 2XG files. You can just share that single file around
and it can be executed by everyone's installation of RPG20XX.
"Option to delete a project in the Editor. Right now if you manually delete the project, some Project specific files still remain in the %appdata% folder."
Those aren't project specific, those are game specific. The folders there are saved game data.
They don't appear if you never test play the game.
"Using Add Character event will crash the player."
There is no such thing in RPG20XX
"The Engine crashes if you try to use an Empty tilset in your map.Much Better explanation"
Confirmed.
"#16 Complicated so here are the steps:"
Confirmed.
"When no choices are added and Show choices is used it should fail more gracefully. It should definitelyScreenshot not crash the game."
I have these fatal errors in here so that you will understand why something isn't working.
If I let the engine continue, you could get hidden invisible looping errors that slow everything down,
corruption could occur in memory or in the save file, etc.
If you've got errors, fix the errors.
"Ability to navigate the map grid using direction keys. And I'll like to extend MakoInfused request. Please make the entire Engine more Keyboard friendly."
I've already got general keyboard acceleration planned. For like everything. It will be added after I fix and polish what's there. Don't worry, I'll let you spaz out on the keyboard and mouse like you're playing a competitive RTS and make RPGs within seconds in the future once I've got an editor in the first place.
This also includes fixing odd tabstops and OK/Cancel buttons being out of order, so I'm already aware some dialogs have those buttons in reverse order.
"Make an image viewer for viewing the resources files if possible. For example, you double click / click on Preview and see the file before importing/exporting it."
Should be able to change your icon view to one with thumbnail previews, it's the standard windows open file dialog.
author=WolfCoderDidn't know that. Thanks.
You can hold SPACE and drag the map around if you want a shortcut for panning the map view
author=WolfCoderSorry I meant the Add Party Event/option.
There is no such thing in RPG20XX
author=WolfCoderOkay. What if I'm done with the project? Do the save files get deleted when the project can't be found or do they just stay up there until manual deletion.
Those aren't project specific, those are game specific. The folders there are saved game data.
author=WolfCoderThanks, it makes sense.
I have these fatal errors in here so that you will understand why something isn't working.
EDIT:
Bug: http://i.imgur.com/ppKZqPO.gif
"Okay. What if I'm done with the project? Do the save files get deleted when the project can't be found or do they just stay up there until manual deletion."
Those are game specific. It's the game save folder.
"Bug: http://i.imgur.com/ppKZqPO.gif"
That's not a bug, that's a feature. No, really, I took the time to make it do this. This effect is present in all good paint programs. If you move the mouse so fast that its next state is further than one tile away, you'd normally have a large gap. My program actually interpolates and draws a line instead, trying to make everything solid as you draw. If you open Paint and go crazy with the pencil tool fast enough, you can see it turn into line segments. This is a better approximation than it just being loose dots when the mouse is moving too fast.
When you click on the menu like that, it's not possible for the editor to easily lift the mouse button in its state so when you go back and click it will think the mouse teleported there.
Those are game specific. It's the game save folder.
"Bug: http://i.imgur.com/ppKZqPO.gif"
That's not a bug, that's a feature. No, really, I took the time to make it do this. This effect is present in all good paint programs. If you move the mouse so fast that its next state is further than one tile away, you'd normally have a large gap. My program actually interpolates and draws a line instead, trying to make everything solid as you draw. If you open Paint and go crazy with the pencil tool fast enough, you can see it turn into line segments. This is a better approximation than it just being loose dots when the mouse is moving too fast.
When you click on the menu like that, it's not possible for the editor to easily lift the mouse button in its state so when you go back and click it will think the mouse teleported there.
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