2. something is off with the way my charater and NPC are being scaled and moving with the sort map. they are not too small (the character is a little too small, and the NPC is very small.)
before the update (in 1.38c) i positioned them very nicely, and they were moving.
i have follow sortmap component on both the NPC/Player object and on their sprite object. (is this wrong?)
i am not sure what happened, and are these problems related, or maybe i just did something not correctly in 1.38c and now after the update somethign changed to make it appear badly.
i'll try and compare the component's values between the two versions.
mhhhh, i've updated today, - amazing update! - but i encountered a few problems...
some of my actions seem to be timed slightly differently? some actions lag about 0.5-1.0 sec.... AC triggers react slower, etc.... did something change which could cause this?
after updating, some inventory items were linked (actions) incorrectly (but it only seemed to affect items with "spaces" in the name (a guess, i don't have enough inv items yet to be sure)
and the actioneditor has some display bugs on my workstation (selecting doesn't draw a proper rectangle)... selecting in the actionlistEditor is a painful process in general to be honest... would you consider adding a single click select (with ctl, shift for multiples)?
@David: That's certainly the aim for the Moveables system, but it's a rolling thing: like all systems, they'll improve as updates come out.
@SoundGuy and @deroesi: I'll be pushing an 'a' release out either tomorrow or early next week - the more detail I can get on bugs, and how to recreate them, the faster I can address them. If you're up for creating separate threads with screenshots, I'd appreciate it a lot.
btw. thanks a lot for the sprite complex angle addition... but now you've added this awesome looking lipsync support which only seems to work with the "standard" modes.. Is there a chance you could add something (int variable?) to support lipsync in sprite complex in the future?
"Removed: Ability to enable and disable Actions in the ActionList Editor window, as simple re-wiring can achieve the same effect"
was there a reason for this? with an improving actionlistEditor wouldn't make it sense to keep all options accessable from within the editor? The inspector editor can't handle (actionlistEditor changed) nodetrees well, so its almost a necessity to use the Editor often...
disabling is a very handy feature, re-wiring seems way less productive....
Some minor bugs reported - expect a 1.40a release out shortly.
@PixelArtist: Thanks, I've been finding it useful too.
@deroesi: It was removed to prevent the context menu from becoming cluttered, but disabling Actions in general isn't such a good practice now that I think about it - what should AC do when it comes upon one with many "out" sockets? Re-wiring them is quick, and AC will always know exactly what you want the outcome to be.
First off: Thanks for the Lip-Sync. This is huge and when I saw that I felt like this was a huge update. Then I kept reading the rest of the post... Holy cow! Nice work. Did you sleep at all between 1.39 and 1.40?? Nice job, seriously.
"It was removed to prevent the context menu from becoming cluttered, but disabling Actions in general isn't such a good practice now that I think about it - what should AC do when it comes upon one with many "out" sockets? Re-wiring them is quick, and AC will always know exactly what you want the outcome to be."
thats a fair point.... you'd have to forbid to disable those nodes, or disable the entire branch.... both possibilities don't look extremly attractive... so i think the best bet would be to improve the actioneditor on usablity.. at the moment its a little bit tedious to work in it.
Comments
2. something is off with the way my charater and NPC are being scaled and moving with the sort map. they are not too small (the character is a little too small, and the NPC is very small.)
some of my actions seem to be timed slightly differently? some actions lag about 0.5-1.0 sec.... AC triggers react slower, etc.... did something change which could cause this?
after updating, some inventory items were linked (actions) incorrectly (but it only seemed to affect items with "spaces" in the name (a guess, i don't have enough inv items yet to be sure)
and the actioneditor has some display bugs on my workstation (selecting doesn't draw a proper rectangle)... selecting in the actionlistEditor is a painful process in general to be honest... would you consider adding a single click select (with ctl, shift for multiples)?
@David: That's certainly the aim for the Moveables system, but it's a rolling thing: like all systems, they'll improve as updates come out.
@SoundGuy and @deroesi: I'll be pushing an 'a' release out either tomorrow or early next week - the more detail I can get on bugs, and how to recreate them, the faster I can address them. If you're up for creating separate threads with screenshots, I'd appreciate it a lot.
was there a reason for this? with an improving actionlistEditor wouldn't make it sense to keep all options accessable from within the editor? The inspector editor can't handle (actionlistEditor changed) nodetrees well, so its almost a necessity to use the Editor often...
disabling is a very handy feature, re-wiring seems way less productive....
@PixelArtist: Thanks, I've been finding it useful too.
@deroesi: It was removed to prevent the context menu from becoming cluttered, but disabling Actions in general isn't such a good practice now that I think about it - what should AC do when it comes upon one with many "out" sockets? Re-wiring them is quick, and AC will always know exactly what you want the outcome to be.
disabling Actions in general isn't such a good practice now that I think
about it - what should AC do when it comes upon one with many "out"
sockets? Re-wiring them is quick, and AC will always know exactly what
you want the outcome to be."
thats a fair point.... you'd have to forbid to disable those nodes, or disable the entire branch.... both possibilities don't look extremly attractive... so i think the best bet would be to improve the actioneditor on usablity.. at the moment its a little bit tedious to work in it.