I am useing grid movement for my character useing keyboard and was wondering if their is a setting to turn off the screen lag when my character instantly moves from once step/grid to another, as I have made him do this, I would like it like to have the screen ALSO jump instantly to follow in some sort of sync, as right now it has a kind of acceleration deacceleration funtion buit into the screen code or what not
is this possible, yea it may sound a bit unclear.
by the way I still love this app, it is very well designed, yes coming from an amiture of engineering I guess
a way to have no lag in screen when following main character
I think the reason for the snatchy look of the walking is the function you have scripted the keyboard control in. The buttons are queried from walkmap field to walkmap field. When the character has stepped to the next field, it is queried if a button is hit and if so, the next step is done. This causes the lag you described, I guess. What you needed to script is: When a button is pressed, the character starts walking into that direction until the button is released again. Instead of querying the buttons from walkmap field to walkmap field.
How that's done? There is a on(release) for the mouse, but not for keyboard buttons, so I don't know. There's if_keypressed(), maybe ifnot_keypressed() parallels key released. Then you could make your character start walking on if_keydown() and stop on ifnot_keypressed() via script.
How that's done? There is a on(release) for the mouse, but not for keyboard buttons, so I don't know. There's if_keypressed(), maybe ifnot_keypressed() parallels key released. Then you could make your character start walking on if_keydown() and stop on ifnot_keypressed() via script.