In our game we are using pixel movement based system. Before the BETA of 511's Build the movement was fine but after updating I noticed that when you hold dow the macro button the character walks for about a second and the icon changes according to the direction but then after that second your character continues to move but no icon cchanges. So its like the still state that shows.
Numbered Steps to Reproduce Problem:
Code Snippet (if applicable) to Reproduce Problem:
mob
key_down(k){..()}
key_up(k,hold){..()}
mob
keydown(k as text)
..()
if(k=="north"){instructy = 1;instructx=0;movement()}
if(k=="south"){instructy = -1;instructx=0;movement()}
if(k=="east"){instructx = 1;instructy=0;movement()}
if(k=="west"){instructx = -1;instructy=0;movement()}
if(k=="shift"){movement_run=1;movement()}
mob
proc
movement_step(xx,yy,zz)
if(xx)
step_size = round(sqrt(xx*xx),1)
if(xx>0) step(src,EAST)
else step(src,WEST)
//yy = 0
if(yy)
step_size = round(sqrt(yy*yy),1)
if(yy>0) step(src,NORTH)
else step(src,SOUTH)
//xx = 0
if(zz)
if(zz>0)
if(step_z + bound_depth-1 + zz > nearestroof()) step_z = nearestroof - bound_depth - 1
else step_z += zz
if(zz<0)
if(step_z + zz < nearestfloor()) step_z = nearestfloor
else step_z += zz
if(step_z == nearestfloor)
onfloor()
pixel_y = initial(pixel_y)+step_z
movement()
if(movement || movement_to)return 0
//adjust movement flag to true given that movement has began
movement = 1
var
pdir = dir
movement_limit = movement_max
while(movement)
if(stopmove()) break
if(movement_to) break
if(movement_run||usr.In_Battle)movement_limit = movement_max+10
else movement_limit = movement_max
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
//checks if a constant x movement is being carried out
if(instructx)
//checks if the x movement is positive (EAST)
if(instructx>0)
if(movement_x+movement_accel>movement_limit)movement_x=movement_max
else movement_x+=movement_accel
//checks if the x movement is negative (WEST)
if(instructx<0)
if(movement_x-movement_accel<-movement_limit)movement_x=-movement_max
else movement_x-=movement_accel
//checks if there is a movement_x to decelerate
else if(movement_x)
if(movement_x>0)
if(movement_x-movement_decel<0)movement_x=0
else movement_x-=movement_decel
if(movement_x<0)
if(movement_x+movement_decel>0)movement_x=0
else movement_x+=movement_decel
//checks if a constant y movement is being carried out
if(instructy)
//checks if the y movement is positive (NORTH)
if(instructy>0)
if(movement_y+movement_accel>movement_limit)movement_y=movement_max
else movement_y+=movement_accel
//checks if the y movement is negative (SOUTH)
if(instructy<0)
if(movement_y-movement_accel<-movement_limit)movement_y=-movement_max
else movement_y-=movement_accel
//checks if there is a movement_y to decelerate
else if(movement_y)
if(movement_y>0)
if(movement_y-movement_decel<0)movement_y=0
else movement_y-=movement_decel
if(movement_y<0)
if(movement_y+movement_decel>0)movement_y=0
else movement_y+=movement_decel
Expected Results:
Normal walking, icons to corespond.
Actual Results:
User alks in one state and frame
Does the problem occur:
Every time? Or how often? Everytime
In other games? Havent noticed
In other user accounts? Yes
On other computers? Yes
When does the problem NOT occur?
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? 510.1347
1) A test project that shows the problem in action.
2) You to edit your report and put in the actual full version number, because "511 beta build" is not an acceptable value for that field.