Seems fine to me, if anything I can see a slight desync on the torso, only by about 1 pixel though, it just looks like shes bobbing a bit when walking.
Maybe a computer speed issue? Cos it really doesn't look bad on mine. I dunno, try the different run-time options or something or use fastloop for the syncing event if you aren't already
there is only a very slight difference on my computer but what i always do i make the events for moving seperate parts on the same line.
then it will happen at the same time.
i dont know if this is possible with your game but id try it out.
i just mean! im running on a dual 3100+ and yes it only a slight desync but its enough!... I dont know how to use fastloop.. ill try to fetch some tuts.
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Just make a shadow or something and always position the body parts from it. Shadows are easy for collision too.
Edit: 1 pixel here aswell.
Edit2: You'll also need to build your own custom movement if you haven't already.(standard 8-dir movement moves objects like 100 times/sec, so it will visibly move before the next event loop when it hits your "always" to resposition the rest of the parts.
i actually tried setting an every 0:0:0 event instead of always
and it works a bit better! But still abit desync..
Every object already are positioned from the shadow object!
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- Eternal Life, Or Your Money Back -
http://www.befun.dk/
Currently looking for a home (team)
Haha, the events are read every 0.02 seconds. That means Always, Every 0.02, Every 0.01 and Every 0.00 all do EXACTLY the same thing. Any difference you must be imagining...
No no, tigs means in MMF's runtime engine. There's no difference, despite what the newbies think.
Circy: I've used "always" events to position parts of bodies before with no problems.(actually, it was a hat. ) You just need a custom movement, kinda like what Andyuk just said.