Closed Ethanol-14 closed 2 months ago
I would hesitate to label this as a bug since it's clear to me that replays aren't designed with the concept of negative time. Right now, when you initially move, all a replay can say is whether or not you were holding the key as the replay began. This is indicated with the hoisted
boolean, as shown below:
To fix this, the engine would need to keep track of buttons pushed before the board state is being managed, and then include them in replays as negative frames. I think this possibly adds a bunch of complexity to the engine—complexity the developers(which, to be clear, I am not) might not be interested in managing.
It would be easier to fix this if it actually happens when ARE/Entry Delay is over 0
, but at the same time, that's not the issue you're experiencing and that's not an issue anyone else has noticed.
For what it's worth, I think this actually happens with TE:C charged DAS as well. I booted up the game and crudly tested with nothing but my wits—it's hard to tell without 0ARR. Until now, I've never seen anyone be particularly annoyed with this behavior.
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Checklist
OS and Version
Windows 10
Browser and version
I am using Desktop client
Describe the bug/issue
If you press the right or left movement key on the frame the game starts accepting user inputs, DAS will charge instantly. I've reproduced this bug multiple times in 40L sprint, blitz, and custom mode (but not multiplayer, though I assume it could happen there too).
Reproducing
Expected behavior
The piece will instantly hit the board wall as if DAS was charged in one frame.
Screenshots
No response
Console logs
Additional context
No response