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Tina Petersen



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18th July, 2004 at 15:36:57 -

http://6point6.sytes.net/SpriteDesync.zip
438kb

Shows what i mean by:

I use multiple sprites for the player! And i get some serious graphical desync when position the dif objects together
and then move...

Anyone please help. So NiKiTA can break free of her chains!

Arrows - Move
1 = None
2 = Knife
3 = Pistol
4 = Gun
5 = Grenade 1
6 = Grenade 2
7 = Grenade 3
Z = Fire/Throw
X = Reload

Image

Image Edited by the Author.

 
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AsparagusTrevor

Mine's a pint of the black stuff

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Game of the Week WinnerHas Donated, Thank You!VIP MemberEvil kliker
18th July, 2004 at 16:14:52 -

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.

 
Image

Tina Petersen



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18th July, 2004 at 16:19:50 -

doesnt help here
same problem! not really noticeable on walking up and down! but left and right it looks like her body is falling apart

 
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AsparagusTrevor

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Game of the Week WinnerHas Donated, Thank You!VIP MemberEvil kliker
18th July, 2004 at 16:33:34 -

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

 
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AndyUK

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18th July, 2004 at 16:45:23 -

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.

 
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Tina Petersen



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19th July, 2004 at 02:34:41 -

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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Kramy



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19th July, 2004 at 03:08:39 -

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.

Image Edited by the Author.

 
Kramy

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19th July, 2004 at 05:33:35 -

Argh, don't use "always" events for timing issues. Always is actually "every 00.02 seconds" which might explain any desync you get

 
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Tina Petersen



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19th July, 2004 at 07:33:05 -

so i should use every 0.1 second instead ??

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!

Download updated

Image Edited by the Author.

 
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AndyUK

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19th July, 2004 at 08:11:41 -

what i meant, instead of moving one object and getting the rest to follow it every 00,00,01 or whatever

just move everything in the same line.

for instance
upon pressing left, move x of torso +3, move x of legs +3
move x of shadow + 3

so they will move at exactly the same speed.

 
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Tigerworks

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19th July, 2004 at 09:26:39 -

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...

 
- Tigerworks

Tina Petersen



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19th July, 2004 at 11:29:32 -

Tigerworks no that dif between 0.2 and 0.0 is actually visible.... If not then u eyes are not fully developed....

 
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Kramy



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19th July, 2004 at 15:16:45 -

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.

 
Kramy

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19th July, 2004 at 15:37:39 -

I think a way to counter it is to put the necessary events in a group, and then use "Group XXXX is activated" then sync the object parts together

 
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Tina Petersen



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19th July, 2004 at 16:41:09 -

well i get 7.1% (in average) more event calls with 0:0:0 than 0:0:2

 
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Mr Coffee



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19th July, 2004 at 19:42:29 -

Edit: Never mind, I see your already position from an invisible object. Weird, I am doing the same thing and I don't have the problem.

Edit 2: Well, I looked at my code, and I have it always setting the two objects relative to a tall, rectangular, invisible player object. It is all on one "always" event line. I see no lag at all using this method. I also have machine independant speed turned ON so maybe you could try turning it on if you don't already have it on. Also, are you sure your not imagining things? I have not looked at the file but some other people can't see a problem, so maybe it just looks off to you but it's not?

Image Edited by the Author.

 
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