Original Source
- Original title: Bug Report: Sprites rotated incorrectly when used in enemy animations.
- Original author: Talonos
- Original date: September 8, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/bug-report-sprites-rotated-incorrectly-when-used-in-enemy-animations.68040/
- Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support
Summary
Bug Explanation: When an enemy uses a skill, that skill's animation is mirrored automatically. However, if that animation contains any rotated sprites, the rotation is not mirrored; this leads to a sign error that causes the sprite to rotate in the wrong direction. (See video at the bottom) Error Report: None reported in console. Exact Steps on How to Replicate Bug: In the sample project, start a new game, then talk to the man to your left. Attack the bat, and watch as the bat attacks you. Both use the same animation (a...
Archived First Post
- Bug Explanation: When an enemy uses a skill, that skill's animation is mirrored automatically. However, if that animation contains any rotated sprites, the rotation is not mirrored; this leads to a sign error that causes the sprite to rotate in the wrong direction. (See video at the bottom)
- Error Report: None reported in console.
- Exact Steps on How to Replicate Bug: In the sample project, start a new game, then talk to the man to your left. Attack the bat, and watch as the bat attacks you. Both use the same animation (a sword slash rotated at a 45 degree angle) but because of the sign error, the bat's attack looks like it is vertical, while still moving horizontally. If you wish to replicate this project without the sample project, just make any animation in which a sprite is rotated, and when that animation is bound to an enemy skill, the rotation will turn the wrong direction.
- Sample Project (REQUIRED): https://www.dropbox.com/s/7c467yq0dhc33ef/RotatedSprites.zip?dl=0
- Proposed Solution: You know the codebase better than I, but it seems to me as though if you replace line 1424 in rpg_sprites:
sprite.rotation = cell[4] * Math.PI / 180;
With this:
sprite.rotation = cell[4] * Math.PI / 180 * (this._mirror?-1:1);
It solves the issue (As seen in clip #2 in my video below.) Not sure if this has other unintended consequences elsewhere.
- Video Demonstration: https://www.youtube.com/watch?v=_xtiRP0q5K4 (Sorry about the low quality)
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