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I think it must have happened either when we upgraded to GD4 or else 4.2... but the Veritical Pylon gimmick that I wrote is no longer animating the characters properly when using it, so I need to take some time to fix that soon.
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i don't see the issue, both cc (godot 3) and the current branch produce identical behavior that doesn't look obviously wrong...
the only thing i might account for is that the characters are shifted smoothly between defined pixel units, and i'd imagine that would be very unnoticeably different and less consistent than the genesis... but it feels like a massive stretch for that to be the issue considering the goals of this engine compared to something like orbinaut, though i'm not sure how that engine handles subpixels, if at all.
Hard to say exactly what it might be, but it was definitely playing out very incorrectly when I tried it the other day. I'll get a video soon, I was planning to work on it this weekend anyway.
Alright, though the idea this is giving me is either you had the thing run overnight or it's off of the main branch
Thanks for the quick response though!
I think it must have happened either when we upgraded to GD4 or else 4.2... but the Veritical Pylon gimmick that I wrote is no longer animating the characters properly when using it, so I need to take some time to fix that soon.
The text was updated successfully, but these errors were encountered: