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Describe the bug
The player's animation doesn't change when FLUDD hovering. When starting a hover, the player enters a jump animation if grounded, but otherwise remains in whatever animation was already going. Thus, hovering looks different if started when rising, when falling, or even when double jumping.
In most cases, this behavior doesn't cause problems--no jump animation looks wrong when hovering--but by hovering around the sides of T1R4's rotating blocks, I can get the player hovering in a walking animation. Leaving the animation to luck will let a lot of other wrong animations creep in too, if given the chance.
(Also, some of the jump animations look more or less connected to the hover action than others. IMO the double jump animation looks best, jump B looks worst. That's a subjective matter, though.)
To Reproduce
Use FLUDD while grounded, or during the rising half of a jump. Observe Mario's pose.
Use FLUDD while falling. Observe Mario's pose.
Use FLUDD during the rising half of a double jump. Observe Mario's pose.
Expected behavior
Mario's animation logic accounts for hovering in some way. (It'd be cool if there was a specialized animation set for hovering, but hardly required.)
Screenshots
Repro cases 1, 2, and 3, in order. Note the well-established water trail.
System Information
OS/Browser: Windows 10
Game version: 0.1.6.alpha
Other specs: N/A
Additional context
N/A
The text was updated successfully, but these errors were encountered:
Describe the bug
The player's animation doesn't change when FLUDD hovering. When starting a hover, the player enters a jump animation if grounded, but otherwise remains in whatever animation was already going. Thus, hovering looks different if started when rising, when falling, or even when double jumping.
In most cases, this behavior doesn't cause problems--no jump animation looks wrong when hovering--but by hovering around the sides of T1R4's rotating blocks, I can get the player hovering in a walking animation. Leaving the animation to luck will let a lot of other wrong animations creep in too, if given the chance.
(Also, some of the jump animations look more or less connected to the hover action than others. IMO the double jump animation looks best, jump B looks worst. That's a subjective matter, though.)
To Reproduce
Expected behavior
Mario's animation logic accounts for hovering in some way. (It'd be cool if there was a specialized animation set for hovering, but hardly required.)
Screenshots
Repro cases 1, 2, and 3, in order. Note the well-established water trail.
System Information
Additional context
N/A
The text was updated successfully, but these errors were encountered: