- Joined
- May 29, 2023
- Posts
- 10
Hi, I recently switched from Pokemon Essentials v20.1 to v21.1.
I've noticed a change with player movement/animation against obstacles.
In v20.1, movement against obstacles was fluid, moving forward while bumping into walls without losing fluidity.
Here's an example video:
[Pokemon Essentials v20.1] PLAYER MOVEMENT
imgur.com
However, in v21.1, I've noticed that the character completely loses that fluidity when colliding with walls. When moving in a straight line and colliding with a wall, the character remains stuck until the animation of moving toward the wall is completely completed and the "player_bump" is played.
Here's an example video:
[Pokemon Essentials v21.1] PLAYER MOVEMENT
imgur.com
This could be a problem on certain narrow indoor maps where a certain fluidity of movement is required, such as the Sky Pillar in Pokemon Emerald:
I don't know if this is due to:
Honestly, I'd like to be able to regain the fluidity of movement against obstacles from v20.1.
I hope someone can enlighten me on this issue and where I should touch so I don't break anything new.
Thank you very much.
I've noticed a change with player movement/animation against obstacles.
In v20.1, movement against obstacles was fluid, moving forward while bumping into walls without losing fluidity.
Here's an example video:
[Pokemon Essentials v20.1] PLAYER MOVEMENT

PE v20.1 PLAYER MOVEMENT
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However, in v21.1, I've noticed that the character completely loses that fluidity when colliding with walls. When moving in a straight line and colliding with a wall, the character remains stuck until the animation of moving toward the wall is completely completed and the "player_bump" is played.
Here's an example video:
[Pokemon Essentials v21.1] PLAYER MOVEMENT

PE v21.1 PLAYER MOVEMENT
Discover the magic of the internet at Imgur, a community powered entertainment destination. Lift your spirits with funny jokes, trending memes, entertaining gifs, inspiring stories, viral videos, and so much more from users.

This could be a problem on certain narrow indoor maps where a certain fluidity of movement is required, such as the Sky Pillar in Pokemon Emerald:

I don't know if this is due to:
- Some kind of Player Movement refactoring
- Movement animation management + DeltaTime
- Anything else I'm not familiar with.
Honestly, I'd like to be able to regain the fluidity of movement against obstacles from v20.1.
I hope someone can enlighten me on this issue and where I should touch so I don't break anything new.
Thank you very much.