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I don't know how to fix that moonwalk but here is how i do my walking/waiting program:
1. link from WAITING to RUN: < is pressed OR > is pressed
2. link from RUN to WAITING: < is released AND > is released
First of all, are you using the 0.9.2 release or the current open beta release?
There was a small issue with input that should be fixed in the open beta release.
Also, I assume you mean to limit movement for a top-down project, yes?
I'll check on that for you - it's not something I have tried to do myself before.
And yes I wanted to use it in topdown. Also, speaking of diagonal movement, is there a way to slow down diagonal movement speed that doesnt slow down the walk animation as well?
So we'll be looking into how we can add support for movement restrictions when we also take a look at adding support for more complex controller input as well.
Also, is slowing down diagonal speed also slowing down the animation? Animation speed is supposed to be configured by the animation tool, and runs independent of the movement speed settings on the character Object.
Can you tell me in detail what you are doing?
Im sorry, I should have elaborated a bit more on the diagonal movement. I meant that when my player object moves diagonally, it seems to move twice the speed as when it moves up, down, left or right.
Heres a Gif [imgur.com]
Sorry for the bad framerate, but it kindof shows what I mean. The only way Ive found to slightly slow down the diagonal movement is with the 'Auto-adjust diagonal move speed' checkbox in the Objects 'Moving and Jumping' settings. But when I select this, it makes the object move around kindof in a strange unnatural jumpy way, and doesnt look smooth at all. Does this make sense?
Here it is with the 'move speed' option selected [imgur.com]