Not Stopping in Time
Fragment of a discussion from Talk:Stop And Go Tutorial
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It lags because of the fact that the enemy gun fires before it is turned. So they fire at what they saw last tick, which still had you moving. BTW, the 'extra term' I have in Toorkild 0.4.1's StopAndGo should account for any improvement you can find, but I tested and didn't get any improvement from them. Of course, if a string table is smaller codesize than the one we are using now, there is still a motivation for it I guess, and it wouldn't hurt to leave it out.
Skilgannon (talk)