Hi, just reading this thread, could you provide a short video, or even share here the URL of a game where this behavior is replicated? I’m not sure if I understand how the bug happens
I can't show the BUG/Glitch (the Top of a Room moves down for a few seconds) on-screen, as it happens Temporarily every so often.
All I can provide is what I've given before (I play TRS Online, on a Chromebook, and it happens in all four directions).
I did a Gemini search the other night about it though, and I can give what it had to say (surprisingly good feedback, considering it's AI!) about this TRS BUG. I'd have to check that Thread on my Cellphone to re-read it though. Let me know if you'd like that information, as it'll Definitely be quite helpful in getting a solution, since it's very detailed!
EDIT: If I get time, I'll try to see what I need to install something to record my screen, then I'll be able to record as I play a TRS Game. I'll then upload it, because I GUARANTEE THE BUG WILL HAPPEN BEFORE LONG! (Owltears has also confirmed it in one of his posts to me not long ago.)
I was able to make a short video of the BUG, Diego. It's here:
https://gamer735.itch.io/trs-room-bug
NOTE: I had to make it downloadable, since I've no idea how to upload my file to a website for you to view.
Yes, it's definitely a real issue. If you need help with it, I can still paste snippets from my Gemini search thread the other night, as I found it very insightful (and G never hallucinated once that I'd noticed), since I'm not used to the code you and Andre use for TRS.
Thanks so much for noticing it months ago and wanting to fix it now, Diego, I'm sure I'm not the only one who'd appreciate a fix!
You're very welcome for the post about it.
EDIT: IDK where my original G thread went that was on my Cellphone, so I re-searched here on my Chromebook, keeping G honest (I had to explain TRS limitations to it to keep it from hallucinating), so I'll paste just a bit of its info about the BUG below, just to help you avoid wasting time in some areas and such. So, here's some of the text (after a few posts to G to nail it down):
Gemini:
Thank you for keeping me honest and cutting through the noise—no warp tiles, no custom sizes, and zoom level isn't the culprit. [1]
Since this happens across both the internal Explore tool and standalone itch.io gameplay frames regardless of scaling, the issue stems from an unpatched HTML5 canvas rendering and scroll-snapping bug native to the Tiny RPG Studio engine wrapper itself. [1, 2]
When crossing a 4-way room border, the engine attempts to dynamically calculate the camera shift. Because it's running inside a nested web frame, the browser forces a momentary vertical layout reflow during the transition frame. It essentially triggers a tiny "scroll-to-view" stutter before snapping the game canvas back to the top of its layout container. [1, 2, 3, 4]
The Workarounds (Until an Engine Patch)
Because you cannot fix the engine's internal coordinate loop, you can bypass the browser reflow with these methods:
- Use an Alt-Engine Browser Alternative: If you are using Google Chrome or Microsoft Edge, test the game in Mozilla Firefox or Safari. Chromium-based browsers handle nested canvas parent offsets differently, and Firefox often completely ignores the fractional micro-scrolling that causes this specific screen drop. [1]
- Toggle the Itch.io Layout Mode: Instead of playing standard embed or full-screen windowed, look at your browser URL bar. If you are playing a published game page, append
?secret=trueor use itch's "Pop Out" feature if available to separate the HTML canvas completely from the main itch website CSS wrapper, eliminating layout shifting. [1] - Frame-Rate Alignment: If your monitor is set to a high refresh rate (like 144Hz or 240Hz), drop your display settings to 60Hz temporarily. The underlying JavaScript framework in TRS updates at a locked 60 FPS interval; running a higher display refresh rate causes the browser to drop rendering frames during transition animations, which causes the exact 1-to-2 second drop artifact you see. [1]
If changing browsers stabilizes it, let me know! Otherwise, are you experiencing this glitch on a high-refresh-rate monitor or a standard 60Hz screen?
Hi, Diego! I've been up all night making a TRS Game, so I've noticed your changes (throughout the process, longer load times. I even Cleared My Browser Cache, thinking it would go right back into the game I'm working on, but NOT THIS TIME! Good thing I'd Exported not long ago), and been Bug-Testing it, so I realized your recent changes (the smoother movement + Top of Room HUD BUG fixed!) some time later, and so far so good, man! IDK what you did, but as much as I've played all night and into today, I think you've Fixed it (I noticed it still not too long ago, but in my most recent plays, it never appeared once!). Great job, whatever you did, Diego! :D
I'm thinking of releasing my new game in the next few days, so I'll call the launch Tribute #2 for all your hard work (you and Andre).
THANKS SO MUCH! You really make creating games in TRS even more fun with all the recent updates!
Thank you so much! I’m eager to play your tribute #2! The fix was actually super simple, there were 2 places in the code doing the same thing. Both were checking if the room transition had finished, and sometimes one would fire a “finish” method at the wrong time. So I just removed one of them.
Ah, well that was easy enough for you then. I'm glad!
Coding can be a pain, that's for sure, but you just never know how hard it'll be until you jump into it.
I'm really happy that I could help you resolve the issue!
I'll keep Playing/Bug-Testing and posting Bugs as often as I can, since you guys are so quick to squash 'em!
Time for some much-needed sleep. Thanks again! :D
I'm still up, ugh! (My Stamina's a CURSE!) Fixed a couple things in My SOM (Salty Old Mage): his flame (since you said it looked like a referee with a yellow card, even though it's orange), and took-out the Elf Common Man's event/trigger, as it was actually a placeholder ("mistake") for another NPC to use.
So, while I'm here, I've 3 "Bugs" for you (note the quotes), to help make v36 even better!
1. The orange "!" doesn't seem to work for Custom Sprites (I checked just a couple of Mine in SOM: Ghost, Blue King), and it's NOT because I have them too high up or right on-screen, because those 2 aren't (unlike My Room 2-1 Mage or My Skeletal Dwarf Blacksmith).
2. The Sprite Outline (Visuals) messes-up existing Outlines (parts of it missing), especially for Custom Sprites (I've been meaning to tell you about this, since it's a new addition).
3. File Size: My SOM newest/updated build in v34 was 852 KB. My saved v36 build (which I just did, but never uploaded yet) is 963 KB. Why such a drastic difference? I only re-drew messed-up outlines that the Sprite Outline update did, and made the 2 changes I mentioned at the top.
Thanks in advance! :D
Hi, Diego! I've not played your New TRS Game yet, but plan to. I'm currently recovering from gallbladder surgery that I had Tuesday night (it was NECROTIC, so it had to come out!), so I'm still in A LOT of PAIN. I'll spare the ugly details of what-all I've been through. So I don't know exactly when I'll get to uploading My TRS Game that I had planned.
Could you respond to my last 3 issues a while back when you get time? I've been keeping-up on all the TRS Updates (just checked a minute ago: TRS is at v38 now, nice!) and looking forward to toying with them once I'm much better (I can't stay in one position too long, so I'll need to wait some time before that).
I'll also offer my take on Languages: if you or Andre input more than just English (and Polish) into TRS, it's going to get BLOATED before long (and as my last Query #3 says, File Size has already Increased by quite a bit!), eventually turning "Tiny" RPG Studio into a bigger engine than you two intended, also causing lag and other issues (along with new Bugs). I'm happy with just using the Website Version of Google Translate if I need to translate anything important.
That's about it for my suggestions and posts for a while (I'll maybe update my two main spots here on the Board to include your TFW Game, then I'm back off to try to get some more rest, which only comes in waves, so I'm going to be awhile healing).
Hi! I’m really sorry to hear about everything you’ve been through. I hope your recovery from the surgery is as smooth and peaceful as possible, and that the pain starts easing soon. Please take all the time you need to rest and recover.
I’ll respond to your last comments and issues as soon as I can. Things have been a little hectic lately because I’m traveling, but I haven’t forgotten about them.
You’re right that adding more languages increases the build size, which shouldn’t happen (its a bug) since the language only applies to the engine, while the exported game only displays text you wrote, so I meed to fix that: new languages for the engine shouldn’t affect file size of an exported game. I’m also going to focus on reducing the overall final file size by optimizing what actually gets included in the exported build (beyond just translatios). This is definitely very important.
Thank you so much for all your support, feedback, and for being such an active and amazing member of the community. It truly means a lot!
You're very welcome, Diego! And thank you for your get-well-soon.
BAD NEWS hit just 4 days after surgery though, and I wound-up back in the Hospital for 3 more nights (night #1 into #2 were HORRIBLE, as the Hospital staff got overwhelmed with new patients that people were sleeping in the halls and waiting rooms and I got sidelined for so many hours! Such a different place then, especially given my declining health [bleeding, infection...], until longer into Day 2, when I finally got a bed and a shared room on Floor #5. Still SEVERELY Sleep-Deprived [got only 3 hours sleep from the surgery, and only 6 hours total on the last day in Hospital! I plan to visit the Walk-In Clinic to try to get put on a Stronger Sleeping Pill, as I get NO SLEEP at all since the past few weeks. I'll either go crazy or die from lack of it!]).
Only been home a few hours and struggling to manage the pain again, but at least no complications yet (fingers crossed).
I appreciate that you're keeping my Bug-thingies in mind during your travels, that means a lot (I too want to try releasing that game I'd said about, as I just have a very few things left that I want to tweak, so I'm trying to keep myself looking forward to your even more fixes and my game, along with a secret Collab project to be revealed later on, though my sudden health issue limited me to mostly graphics).
Thank you for being so active in the development, as it kept me wanting to get more involved when I first came across TRS. Caring Devs is such an important thing in the role of the engine, and I know it'll help attract new users to it.