Please do no get rid of 'Move To'

JackBQuickJackBQuick Member Posts: 524
edited November -1 in Working with GS (Mac)
There have been posts about the use of Move To versus Interpolate. Some people have suggested getting rid of Move To altogether. While I love the reliability and simplicity of Interpolate, I use Move To quite a lot and there is one function that Move To does well and Interpolate doesn't: working with wrapping actors.

If I want an actor to move leftward off the screen and reappear on the right hand side, I use Move To. Interpolate just doesn't work -- I've tried to do it many different ways with no success. (I would love to be proven wrong.) Admittedly, I have to use switches and timers to isolate Move To in order to get this behaviour to work, but work it does.

To the developers of GameSalad: if you do decide to scrap Move To please consider modifying Interpolate to work with wrapping actors. Thank you.

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    A sensible suggestion.

    I think that the GS guys should make more games using their own engine. It's the 'troops on the ground' (i.e. us) that use it day in and out to make stuff. We should certainly be told well in advance if anything's being taken out, as it affects us most.

    After all, if they took out 'Move to' I'd have to retcon all my old games if I ever wanted to update them. Which is a massive chore, and the sole reason I've not updated older QS games (removal of the pause function).

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • adadoadado Member Posts: 219
    I second that! Do *not* get rid of "Move To". Interpolate is cool, especially with the "ease-in" and "ease-out" option. However, when using interpolate for movement, I do not always want to specify a timeframe for the movement to occur.

    "Move To" is a bit more "fire and forget". You just want it to move to wherever and at such a speed. The ability to use a common speed for successive "Move Tos" is nice too. With interpolate, you would have to do some calculations to keep the speed consistent which means more steps to compute the timeframe for the varied distance interpolate moves.

    I have finally got "Move To" working pretty reliably despite its issues. I say keep it around and just make sure it is working solidly without some kludgery around it.

    Thanks!
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Move To is not going away. The way it is now, it is pretty reliable.

    Your "pause", on the other hand, needs a lot of fixes to get that working again.
  • JackBQuickJackBQuick Member Posts: 524
    Thanks, CodeMonkey! I use Move To a lot and was worried that it might be on the chopping block.

    Thanks for taking the time to reply. I appreciate your quick response.
  • JackBQuickJackBQuick Member Posts: 524
    Whoops, this is me hitting Quote instead of Edit. Sorry.
  • quantumsheepquantumsheep Member Posts: 8,188
    CodeMonkey said:
    Your "pause", on the other hand, needs a lot of fixes to get that working again.

    Well, finally, an acknowledgement! Thank you! Have I been getting annoying? ;)

    Seriously though, it *is* an issue that affects everyone, and one I consider a top priority. Good luck with the fixes, and I look forward to seeing it back in GameSalad.

    Thanks,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • ORBZORBZ Member Posts: 1,304
    CodeMonkey: Do you really think Move To is pretty reliable? It almost constantly misses its target and keeps on going.

    I think what people want is for MoveTo to work correctly and not be so buggy.

    It often keeps going right past it's target position. This is not the expected behavior.

    I agree, don't get rid of it, just fix it.
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Reliable to a point. Now that we know it has to do with how fast it goes which is causing most if not all the issues of going past a point, it will be easier to reproduce and fix.
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