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Movement Test Merge

Posted: Sun Aug 09, 2020 5:43 pm
by Istoprocent1
Uhhh.... trying to find the words to describe it. Its not so good, could we not?

Re: Movement Test Merge

Posted: Sun Aug 09, 2020 8:44 pm
by oranges
This isn't even feedback of any use you absolute tosspot

why don't you start with

A) why you think it is bad

B) images and or supporting evidence supporting your supposition.

C) any other RELEVANT info

Re: Movement Test Merge

Posted: Sun Aug 09, 2020 8:46 pm
by Flatulent
using walk like any normal mrp person would makes screen terrible to look at

Re: Movement Test Merge

Posted: Sun Aug 09, 2020 8:54 pm
by oranges
Flatulent wrote:using walk like any normal mrp person would makes screen terrible to look at
Are you able to capture a video of the issue, and review and report your current FPS/Icon scaling/Screen size settings?

Also your CPU/GPU.

Re: Movement Test Merge

Posted: Sun Aug 09, 2020 9:01 pm
by Flatulent
oranges wrote:
Flatulent wrote:using walk like any normal mrp person would makes screen terrible to look at
Are you able to capture a video of the issue, and review and report your current FPS/Icon scaling/Screen size settings?

Also your CPU/GPU.
its more of an opinion thing than a bug or performance issue i think. running movement feels alright to look at but walking is slow and too smooth for my eyes when im used to very clunky movement.
it looks pretty much the same as the video actioninja posted on the pr, sudden change of movement smoothness make me feel uneasy

Re: Movement Test Merge

Posted: Sun Aug 09, 2020 10:51 pm
by annoyinggreencatgirl
Complaining smooth movement is too smooth. :shock:

Re: Movement Test Merge

Posted: Mon Aug 10, 2020 4:45 am
by Istoprocent1
oranges wrote:A) why you think it is bad
Tweening displays everything in slow motion. Step diagonally? Watch yourself in slow motion. Crawl? Watch yourself in slow motion and so on. You cannot even tell if you need to stop pressing a key or not, because your sprite is in the middle of a tween. Without this movement the game used to be sharper and more enjoyable.

Now hold down the alt key to walk, you tween, then teleport. Walk a longer distance and you get motion sickness. Epic.

Watch beepsky walk teleport. Epic.
oranges wrote:B) images and or supporting evidence supporting your supposition.
Got no images and installing screen recording software to prove that this movement is ass is kinda pointless.
oranges wrote:C) any other RELEVANT info
Spoiler:
Imma be brutally honest. This new movement fucking sucks and the game is next to unplayable in most combat situations, especially in melee as the sprites are tweening and the game is lagging left and right.

Re: Movement Test Merge

Posted: Mon Aug 10, 2020 5:49 am
by oranges
your opionions are noted and duly discarded.

Re: Movement Test Merge

Posted: Mon Aug 10, 2020 8:46 am
by remanseptim
are we talking about pixel movement or is there a test merge on one of the other servers i don't know about
i wanna make sure we're on the same topic before weighing in.

Re: Movement Test Merge

Posted: Mon Aug 10, 2020 8:51 am
by Armhulen
remanseptim wrote:are we talking about pixel movement or is there a test merge on one of the other servers i don't know about
i wanna make sure we're on the same topic before weighing in.
This is pixel movement

Re: Movement Test Merge

Posted: Mon Aug 10, 2020 9:07 am
by remanseptim
Armhulen wrote:This is pixel movement
alright, cool
i concur that it's very jittery and somewhat laggy. i rarely have performance issues aside from the based and cool and epic input lock, but what i played of the test merge made movement immediately feel worse and more sluggish. there also sort of feels like a disconnect between my inputs and where my spaceman ends up, a type of unresponsiveness, but that may just be me having a thousand hours with tile-based movement in the brain. for top-down games, though, tile-based systems have always struck me as more intuitive, but that may just be a me thing.
as for general issues with performance, it does seem to affect some people moreso than others, but it affects a lot of people to at least some degree. is that something that can be optimized at all, or is this such a giant leap that people will be limited by stuff like hardware?

Re: Movement Test Merge

Posted: Mon Aug 10, 2020 9:12 am
by Istoprocent1
Talking about the movement merge that happened to Terry (probably the same that initially started at Bagil).

Things used to move sharply and consistently, now things move like gelatin (you see a long and winded tween in between keypresses). The problem gets exponentially worse, when user is prone, wounded and even when doing diagonal movements.

One can easily see the difference, when one compares pre-merge prone movement to post-merge prone movement.
Spoiler:

Code: Select all

void checkFeedback(string feedback)
{
    if (feedback != oranges.getOpinion())
    {
        oranges.setStance("Defensive");
        oranges.disregardFeedback();
    }
}

Re: Movement Test Merge

Posted: Mon Aug 10, 2020 12:08 pm
by Sheodir
Yeah this isn't about pixel movement, it's about smoothing changes in Terry. I agree it definitely looks... weird? The floor cat gang seemed to be sliding across the floor in slomo, and you seem to noticeably slow down when going diagonal. It doesn't look good but did make a tator easier to hit when he moved diagonally so what do I know.

Re: Movement Test Merge

Posted: Mon Aug 10, 2020 7:32 pm
by confused rock
this movement change is literally a matter of if people think it looks good or not if people do not think it looks good it doesn't mean they're fucking wrong

Re: Movement Test Merge

Posted: Mon Aug 10, 2020 8:30 pm
by Stickymayhem
It has a serious mechanical effect on combat as well. By making sprites move more slowly and smoothly they are much easier to click on. I've found I'm much more robust as strong melee fighters like holoparasites than I used to be. I think this may very well be a buff to melee combat, because ranged combat is far less reliant on directly clicking a sprite, and more about guessing where someone is going to move.

I am not complaining, I'm just saying that I hope that the influence on melee combat was considered, and if it hasn't been, it'd be worth keeping an eye on that for the sake of balancing melee combat, because this has a more significant impact than I would have intuitively thought (and thus maybe it has more impact than what the coders/maintainers thought).

Re: Movement Test Merge

Posted: Sun Aug 30, 2020 10:32 pm
by Istoprocent1
The smooth movement v2 aka. Turbosmooth, still worse than the original movement. Please remove.

Re: Movement Test Merge

Posted: Mon Aug 31, 2020 3:44 am
by Super Aggro Crag
makes me want to fucking puke and somehow feels slower than tile movement

Re: Movement Test Merge

Posted: Mon Aug 31, 2020 4:31 am
by SkeletalElite
My problem with smooth movement is that it feels especially janky between moves, without smooth movement the jank felt evened out because hte movement itself was jank but so is the slight delay after reaching the tile you arrived at. With smooth movement, the move looks super silky, but after the move finishes it feels like you're suddenly stopping and starting again and that's whats janky to me. At least before smooth movement it felt uniform, but now it's not even consistent and that's more bothersome

Re: Movement Test Merge

Posted: Mon Aug 31, 2020 5:32 am
by kopoba
Orange as it is

Re: Movement Test Merge

Posted: Mon Aug 31, 2020 4:52 pm
by Stickymayhem
Under ideal circumstances (readl: minimal lag) I think this change is excellent, but I feel it wasn't tested under any kind of lag, because in real gameplay with over 40 people or so, it becomes extremely frustrating and very difficult to tell what tile someone is actually standing on, meaning it becomes extremely difficult to understand whether you're in melee range or not for a significant amount of combat.