$12256 / $11500
Hi,
I noticied that if you use mouse to move your hero and the mouse cursor ir too close to the hero, the hero starts to freneticly change directions very fast and doesn't really move to anywhere.
I've tried to check this in code, but was unable to fix.
I just pushed a commit that should fix that behavior: https://github.com/flareteam/flare-engine/commit/8fdf0e2f555ed5043992caa...
It works by creating two "deadzones" around the player: one while moving and one while stationary. The defaults I picked feel good to me, but you can try playing with the "mouse_move_deadzone" property in engine/misc.txt if you feel it's not quite right.
Hi, thanks.
It has worked like a charm! I'll try to adjust the values here and see if it gets better, but defaults seen very smoth now.
There's another thing that's strange, about player animation. When you move and just stop, it stops abruptly. If you do small movents, this is more intense. I've tried this on Diablo 2 Ressurected (of course, I don't want to do a side by side comparision), but when you stop moving there, they finish the animation, like, there's one or two, at least, animation frames after that. Also, when the user changes direction, they do some animation showing this, which is fantastic.
I was wondering if it would be too difficult to implement those two features. Like, the first might be easy, the second will sure need new assets for that.
npaulo
I don't think it would be possible to do that correctly with our 2D animation system.
If we let the run animation finish, the time it takes would vary based on where in the run cycle the player is. This would make for very inconsistent gameplay.
Since D2 Ressurected is 3D, it's possible to blend the skeletal animations no matter where in the run cycle the player is. So the transistion animation will always take a predictable amount of time to complete.
If you look at the original D2, you'll notice that its 2D animations behave more like Flare's do.
For the record, I prefer the old-school "instant-response" feeling that the lack of transitional animations gives. So I wouldn't have much motivation to pursue adding them.
Yes, you are right. I didn't noticied that original D2 had the same behavior.
Thanks for the highlights.
npaulo
I like the ~D2 style of animations as well.