![]() ![]() Can anyone help?Ĭlick to expand.I did the same thing for a long time (just with a lower value), but design-wise it seems flawed.ġ. Getting rid of the code snippet above doesn't do anything and the jitter issue persists. ![]() Setting all 32 values to 16 gets rid of the character sprite jitter (my project is using a collision grid of 16), but then, there is a very noticeable/jarring pixel shift issue with tiles, parallaxes, etc. If loop_vertical? & y < display_y - (height - screen_tile_y) / 2 If loop_horizontal? & x < display_x - (width - screen_tile_x) / 2 # This snippet may be used in any project.Ĭlass Game_Map # Rounds X and Y display values DOWN so the nearest 32 is found. ![]() # them to appear off from the tilemap by a single pixel. # round floating values to determine their position on screen. # When certain slow display panning speeds are used, events will improperly # Display rounding error fix created by Neon Black. Demo showing this error is attached below. One by Quasi (super hard to find a working link to the original code anymore, but it was just called Quasi Movement)īoth have this same effect occur, so I believe it's something to do with the camera script exclusively.įor the sake of the demo, I use Gary's script. This was tested with two scripts that adjust the movement grid: The effect gets very noticeable when the Enhanced Camera's DECELERATION_VALUE (in the module) is under 30.Īrchived script/demo link: !AMEFWKDK!8D_mqMtXkMJllECxPjV9cA (Enhanced Camera zip folder) That would be way too much work, and too confusing for the player.There's this awful sprite jitter effect that occurs when the player keeps sprinting for more than 10-20 or so tiles (vertically or horizontally, in a straight line only) and when the movement grid isn't 32 (I tried with 4,8, and 16 - all of them seem to have the same issue). You would then have to have common events attached to all your items, and then a whole truckload of conditional branches to determine where the player is currently standing and what event they may (or may not) be facing, and if that particular item can be used on that particular event. The other way to do it, without using Key Item, is to let them open the menu manually and choose an item, but this lists ALL items currently in inventory, and some of those will already be set up to affect the party or a party member in certain ways. If they haven't, the commands after the Else statement (if you have one) will be executed. If the player has used the correct item, the commands after the conditional branch will be executed. Next you will use a Conditional Branch to see if that variable has the correct number in it - the id of the item that needs to be used. The player will choose an item, and the item id will go into that variable. This will cause the menu to open with all the key items currently in inventory listed. In your event, use the Key Item command, and select a variable to put the item id into. If you are using key items, the player doesn't open the menu manually - they interact with the object in front of them, and a menu opens showing only items that are marked as key items. I only mention it here in case it's pertinent to the above problem.) and I don't know how to do that, either. (I later intend to find a way to reduce the items menu to just key items - no armor/equipment submenus, etc. I've looked up some tutorials, but a lot of them don't have quite what I'm looking for - for example, I don't want a system that automatically checks whether I have an item in my inventory when I examine the object and reacts accordingly, and I don't want to have a system where the player character checks the object, and that opens up a sort of key item menu to select the key item from. I've got a key item and an object I intend to use it on, but I'm afraid I don't know how to do that. ![]() The menu is opened manually, and the relevant item is selected, also manually.The player character stands in front of and facing the object you're about to use the item on.I've seen this sort of thing done in RPG Maker games, I think. ![]()
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