24-02-2007, 02:43 PM
I thought it was because of the way the char offset was dealt with
Not sure if I'm right, but doesn't the offset system work by making the char move Walk_speed / Run_speed every frame and only stopped when the char was on the start off the next tile, so if the walk_speed or run_speed wasn't able to be divided by tile size exactly it meant that the char would overshoot the start of the next tile and keep 'sliding'
ORR, did I just make that up?
Not sure if I'm right, but doesn't the offset system work by making the char move Walk_speed / Run_speed every frame and only stopped when the char was on the start off the next tile, so if the walk_speed or run_speed wasn't able to be divided by tile size exactly it meant that the char would overshoot the start of the next tile and keep 'sliding'
ORR, did I just make that up?