[4.3.7.0-4.4.0.5] Subtle toon misbehavior, perhaps?

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TheOnyxGuy
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[4.3.7.0-4.4.0.5] Subtle toon misbehavior, perhaps?

Post by TheOnyxGuy »

I'm not sure myself how to properly explain myself but recently I noticed how the walking motion of gnome toons started to look a bit weird, like the timing of it's animation got slightly offset. It looks just a little bit jittery now.
4.4.0.5
4.4.0.5
toons_after.gif (342.36 KiB) Viewed 33460 times


I downloaded an earlier version (4.0.0.0, to be exact) and saw that I wasn't crazy... The animation looks fine there...
4.0.0.0
4.0.0.0
toons_before.gif (243.17 KiB) Viewed 33460 times
(please ignore the fact that the GIFs are slightly offsync, that's not important)


Just out of curiosity I decided to slow down both GIFs and found out why does the animation feel a bit wrong. Movement and animation loop are indeed just slightly offsync! The loop delay is just a frame behind the step delay, compared to the older versions where both were perfectly in sync.
4.3.7.0 and later
4.3.7.0 and later
toons_after_slow.gif (342.36 KiB) Viewed 33460 times
4.3.6.0 and earlier
4.3.6.0 and earlier
toons_before_slow.gif (243.17 KiB) Viewed 33460 times


Then I started searching through different versions between 4.0.0.0 and 4.4.0.5 to find which of these initiated that little misbehavior and found out it was 4.3.7.0. Judging by it's changelog... Yeah, it was one of such versions where there were a few different fixes and changes regarding animations, including pausable global anims and fixes on anim's initiation...
  • added pausing global animations on playfield if game engine is paused
  • fixed setting global animation sync frame when started with “.init_event”
  • fixed one-frame delay when global animations leave “init” state


I think the last part is the culprit here.

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Holger
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Re: [4.3.7.0-4.4.0.5] Subtle toon misbehavior, perhaps?

Post by Holger »

This is definitely a subtle, but noticeable graphical bug in global animations timing. Not sure what got mixed up in the version you found out that introduced it, but I will hopefully be able to have a closer look at this (and hopefully be able to fix it).

Thanks for reporting this bug!
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