Sorry for the long delay, I tried my best to do the suggestions before replying.
Thanks M.Oxx, reducing vertical speed actually helps the animation to be more realistic in relative to the room's perspective. Although the character angle is still wrong when walking. Snarky also got a point if I change the diagonal sprites to be more angled to front/ back, the switch from that to sideways would be greater.
I did the dummy-character and transparent-player as you suggested, Khris. And it is indeed doing fast-switching of loops on certain angle. I actually added your tip on second-run-thing (was it for Snarky's comment on path changing?) but doing it with bigger number (x % 4 == 0) on the condition to delay the rapid-loop-change effect and it helps. I wonder if in some room, I want to have 5 NPCs or more walking, that means double the characters and the code loops... would that be slowing down the game a lot? I'm still not sure if this solution will interfere some future walk/animate-related things I might implement though. But thanks, Khris.
Wow Alan, there is a solution for this on engine-level? Committed on Oct 2016. Has it been discussed on how it is, somewhere in the forum?
I tried the IsoWalk module by Billbis and it is indeed a method for combating the 'sliding effect', CW. It's doing a walkaround so the walking animation doesn't look sliding. I tried it and on close distances it's not bad, creds to him. Though for my game, doing far distances, when the player walks to the destination, there is like an invisible object inbetween and he walks avoiding it lol. Hey thanks for looking it up, CW.
Thanks M.Oxx, reducing vertical speed actually helps the animation to be more realistic in relative to the room's perspective. Although the character angle is still wrong when walking. Snarky also got a point if I change the diagonal sprites to be more angled to front/ back, the switch from that to sideways would be greater.
I did the dummy-character and transparent-player as you suggested, Khris. And it is indeed doing fast-switching of loops on certain angle. I actually added your tip on second-run-thing (was it for Snarky's comment on path changing?) but doing it with bigger number (x % 4 == 0) on the condition to delay the rapid-loop-change effect and it helps. I wonder if in some room, I want to have 5 NPCs or more walking, that means double the characters and the code loops... would that be slowing down the game a lot? I'm still not sure if this solution will interfere some future walk/animate-related things I might implement though. But thanks, Khris.
Wow Alan, there is a solution for this on engine-level? Committed on Oct 2016. Has it been discussed on how it is, somewhere in the forum?
I tried the IsoWalk module by Billbis and it is indeed a method for combating the 'sliding effect', CW. It's doing a walkaround so the walking animation doesn't look sliding. I tried it and on close distances it's not bad, creds to him. Though for my game, doing far distances, when the player walks to the destination, there is like an invisible object inbetween and he walks avoiding it lol. Hey thanks for looking it up, CW.