Movement Problem

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Comments

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    Or you could do what I do when there is an issue that you just can't seem to figure out. Pick up your computer and throw it against the wall. That'll show that actor who's boss. ~X(
  • old_kipperold_kipper Member Posts: 1,420
    edited March 2012
    I'm stumped by what the problem is but seems to get fixed by constraining the self x and y to self integer attributes that you step instead of the actual self position.

    http://www.mediafire.com/?s0f0910750dekvz
  • CloudsClouds Member Posts: 1,599
    edited March 2012
    Try experimenting with different dpi settings or different software to produce the image. Sometimes 72dpi is actually 72.00x and you wont know it.
    I have been using Photoshop professionally since around 1992/3 (showing my age- see picture of me to the right > 8-X ) . . . believe me when I promise you I wouldn't overlook such a basic error ! I know image processing intimately, I was once briefly married to Aldus FreeHand but that's another story.

    (it's 'ppi' by the way, rather than 'dpi').
    It would seem there is some kind of rounding error going on between numbers and actor position.
    I suspect you are probably right, I've noticed quite a few little glitches within GameSalad in the opening moments of a game, after half a second or so everything settles into a nice predictable pattern following your rules, but in those opening milliseconds (especially on movement) things are a little glitchy.
  • CloudsClouds Member Posts: 1,599
    Or you could do what I do when there is an issue that you just can't seem to figure out. Pick up your computer and throw it against the wall. That'll show that actor who's boss. ~X(
    I'll try that, but with the current version of GameSalad there is no guarantee the computer will hit the wall.
  • CloudsClouds Member Posts: 1,599
    I'm stumped by what the problem is but seems to get fixed by constraining the self x and y to self integer attributes that you step instead of the actual self position.
    I am not 100% sure what you are saying here . . . ? I tried using two integers (for X and Y positions) to progress the actor through it's movements but I still had the same issue.
  • CloudsClouds Member Posts: 1,599
    edited March 2012
    posted here

    http://www.mediafire.com/?s0f0910750dekvz
    I see what you are saying now, thanks for that doing that for me, very useful.

    It's a pity something that should be able to be achieved with two simple change attributes needs to be have two more attributes assigned to it and then two constraints before it will submit to making a basic move. This actor eventually needs to move in a square pattern, so having to manage the two constraints is going to make it needlessly more complex than it should be, damn you GameSalad gods !!

    Once again thanks that's certainly another alternative solution, genuinely appreciated.

    \m/
  • old_kipperold_kipper Member Posts: 1,420
    @tynan I'll have a play with tomorrow as I'm darned if there isn't better way.
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    @Tynan I'm having a time figuring it out as well. Do make sure to send it to support though. While it often results in a shrug, maybe they have an answer?
  • Rob2Rob2 Member Posts: 2,402
    Almost as long as me then :) I was simply pointing out that it is possible to have an image at an unusual dpi setting without being aware of it - and historically and totally without reason tiny discrepancies in the dpi setting of an image can creep in and can cause problems with GS.

    I know that dpi has no place here but that horse was flogged to death years ago and dpi is the setting GS understands and the majority of applications speak - and we don't want to confuse the locals. :)

  • CloudsClouds Member Posts: 1,599
    edited March 2012
    @Tynan I'm having a time figuring it out as well. Do make sure to send it to support though. While it often results in a shrug, maybe they have an answer?
    I've largely given up on sending issues and suspected bugs to support - you never know if they are even read, I'd say GS is fairly poor when it comes to communication in general, but submitting suspected bugs feels like an exercise in futility ! I realise they have probably got a lot on their plate right now, but communication with GS users is so poor that I suspect it's not just me who doesn't bother to submit bugs, feedback in any system is essential to keep it healthy and working, shooting off yet another report into the void feels pointless.


    Psychological experiment: get a kid to repeatedly ask you a question - never answer him, in fact don't even make eye contact, he will eventually stop asking and wander away.

    Posting this stuff in the forums is a much quicker way of dealing with issues from what I can see, you might not find a solution but someone will often suggest a clever workaround.
  • CloudsClouds Member Posts: 1,599
    edited March 2012
    Almost as long as me then :) I was simply pointing out that it is possible to have an image at an unusual dpi setting without being aware of it - and historically and totally without reason tiny discrepancies in the dpi setting of an image can creep in and can cause problems with GS.
    Yes, absolutely, you are quite right, at some unknown stage in an image's life 72ppi can become 72.062ppi, but I am an absolute pixel nazi when it comes to that kind of thing, I have had pixels executed for lesser crimes.
    I know that dpi has no place here but that horse was flogged to death years ago and dpi is the setting GS understands and the majority of applications speak - and we don't want to confuse the locals. :)
    Did I tell you I was a pixel nazi ? ;) Photoshop (blessed be his name) works in pixel/inch, GS understands it just fine.

    [/pixel nazi]
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