#12004 closed defect (fixed)
TWINE: Running jump doesn't work
Reported by: | jp438-2 | Owned by: | mgerhardy |
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Priority: | normal | Component: | Engine: TwinE |
Version: | Keywords: | ||
Cc: | Game: | Little Big Adventure |
Description
When trying to do a running jump Twinsen just freezes when you press the jump button until you let go and just keeps running.
Change History (9)
follow-up: 2 comment:1 by , 4 years ago
follow-up: 3 comment:2 by , 4 years ago
Replying to mgerhardy:
Are you sure that you are not mixing this with LBA2? I can't do this in lba1 in the original game, too.
I just tried it out on DOSBox. It seems that, although there is a difference between the original and TwinE, you are right that I was partially confused between LBA 1 and 2 (no literal "running jump"). However, the behaviour still isn't the same as in the original it seems. When playing the GOG version in DOSBox, pressing and holding spacebar while running makes Twinsen stop running, transition to his idle pose over a few frames, and then start jumping from the idle pose as if you were standing still when you pressed jump (all while still holding the spacebar). In ScummVM pressing and holding spacebar while running makes Twinsen freeze on his current animation frame until you release the spacebar when he instantly changes to his idle pose (without a transition) and then starts the run animation again with no jump.
comment:4 by , 4 years ago
One final thing I noticed is that while Twinsen is frozen on his running frame because you are holding spacebar you can hold right to make him rotate right on the spot with no animation, however holding left does nothing. This probably isn't important as the frozen state is a bug anyway, but I thought I would mention it regardless as I found it interesting that you can turn right but not left in this state.
comment:5 by , 4 years ago
This is all about the input system refactoring to the scummvm keymapper. The issue at https://bugs.scummvm.org/ticket/11981 is related
comment:6 by , 4 years ago
This bug must be hidden in Movements::processBehaviourExecution
1fddaefa2b6d31e3a1cf165cbe74ef1051029fa2 improved the issue. It is not possible to continue running after the jump was finished atm. But I first have to verify that this was the original behaviour.
But even if not, it would be great to continue running after ending the jump...
comment:7 by , 4 years ago
38360e51c47b351b6e0026ee7482c86218f7d90c should fix the continue-running-issue. So this should be fixed. If not, please reopen. Thanks a lot for your report and testing.
comment:8 by , 4 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
comment:9 by , 3 years ago
Summary: | Running jump doesn't work → TWINE: Running jump doesn't work |
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Are you sure that you are not mixing this with LBA2? I can't do this in lba1 in the original game, too.