Look and feel of sprite animation in AGS

Started by , Sat 24/12/2005 13:39:59

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noit77

Hi guys,

I'have rather recently discovered AGS games and
one of my first impressions was that the characters
walking around just don't feel like the ones in for ex.
Sierra games. And this is a general thing
in almost all AGS games I came across, even the
ones who try to be almost exactely like a Sierra
game, like Kings Quest.
The sprites are kind of floating to the point where you
click to. It is a bit difficult to describe and I dont know
myself where exactely the difference comes from. Maybe
it is the way the sprites are painted/erasend and
refreshed which is the reason, or the timing of the
animation. What I think is lacking as well is a keyboad
support for moving the character around like in old
Sierra games like Larry 1. I think that it's a great thing
to press the cusor right and have your character fall of
a cliff or run over by a car.

See ya,


strazer

1.) Check out the "Use anti-glide mode" option in the General settings. If this is enabled, the character's position is only updated when the sprite changes (animates).
It's a bit tricky to set up as you will have to play around with the walking (and animation?) speeds in the Characters editor until it looks and feels correct, but maybe it's what you're looking for.

2.) You can script keyboard controls yourself or try out the KeyboardMovement script module, for example.
I'm sure it's not 100% Sierra like you're probably looking for but as I said it's possible to code yourself so not something likely to be integrated into AGS itself.

Bernie

#2
Actually, I think AGS emulates Sierra style games very well. Check out the KQ1 and 2 remakes at www.agdinteractive.com (oh, looks like you know them already, my bad), for example. It all comes down to your spriting skills and, as strazer pointed out, activating the anti-glide mode. You might also want to try turning on vsync, maybe that'll help.

Assuming you set the x walking speed to 4 with anti-glide on, the feet of your character need to move by 4 pixels in every animation frame to make it look like he's actually walking.

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