Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: YotamElal on Tue 22/02/2005 14:49:22

Title: walking on walls
Post by: YotamElal on Tue 22/02/2005 14:49:22
I want my character to walk on a wall.

I made view of my character walking sideways.
the program doesn't understand where my characters feet are>..... : o (
is there a way to tell it?

I want his feet on the walkable area and not his stumach. : o (
Title: Re: walking on walls???
Post by: Ishmael on Tue 22/02/2005 14:57:56
I'm afraid that's not possible without intensive scripting, and that may still not be enough...
Title: Re: walking on walls???
Post by: Kweepa on Tue 22/02/2005 15:01:50
Check the manual for SetCharacterViewOffset().
Title: Re: walking on walls???
Post by: Radiant on Tue 22/02/2005 15:29:34
Quote from: YotamElal on Tue 22/02/2005 14:49:22
I want his feet on the walkable area and not his stumach. : o (

The easiest solution is by indeed putting the walkable area on his stomach, but that simply means the walkable area is not where you expect it to be. Shouldn't be too hard with a bit of switching between walkareas.
Title: Re: walking on walls???
Post by: Neil Dnuma on Tue 22/02/2005 15:32:04
But then again, if you want to scale the character... you are in trouble right?
(http://img107.exs.cx/img107/7340/walkonwall3qv.png)
Would it be handy to add a Direction option to area scaling (Default (down-up),  left-right, right-left, up-down)?
Perhaps not the most needed ever...
Title: didn't work
Post by: YotamElal on Tue 22/02/2005 16:24:32
I tried SetCharacterViewOffset & It doesn't change the view at all...
even when I put right before it releasechararacterview
:o(

I don't understand the last reply with the scaling & direction?¿?

please someone...
Title: Re: walking on walls???
Post by: Radiant on Tue 22/02/2005 16:26:32
The scaling can be covered by putting a SetCharacterScaling or SetAreaScaling in rep_ex.

If you put ReleaseCharView right after a SetCharView, then that will cancel it.
Title: Re: walking on walls???
Post by: Pumaman on Tue 22/02/2005 22:41:53
This is actually relatively difficult to accomplish ... the easiest way is simply to draw the walkable area based on the character's stomach position, though this can be confusing to draw.
Title: Re: walking on walls???
Post by: Rui 'Trovatore' Pires on Wed 23/02/2005 01:57:22
Heh. What if I were to tell you I have done this for my SQ2 template? ::) No mouse support, of course, but... I'll release it together with my other templates when 2.7 get oficially released, so stay tuned. :)
Title: SOLVED
Post by: YotamElal on Wed 23/02/2005 04:47:37
I took the original pics and made them twice the (width)
I moved the character to the right of the picture.
His feet are now in the middle of the picture.
Problem solved.
He's walking on walls.
:o)
Title: Cant walk on ceillings
Post by: YotamElal on Wed 23/02/2005 11:58:51
the walking spot is at the bottom middle so the character can only walk on his head.
Title: Re: walking on walls (SOLVED)
Post by: YOke on Wed 23/02/2005 12:20:36
Are overlapping walkable areas on the tracker?
Title: Re: walking on walls (SOLVED)
Post by: strazer on Wed 23/02/2005 16:08:50
Quote from: Pumaman on Tue 09/11/2004 19:43:44
Layered walkable areas would significantly change the way the walkalbe area systme works, so I don't think it's really viable to do. The workaround is as Hellomoto suggests.

Anyway, I've added the original suggestion to the tracker (http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=491).
Title: Re: walking on walls
Post by: R4L on Sat 26/02/2005 08:18:46
Actually, to make this easier, you could import your character upside down for the ceiling, and sideways for the wall. Then put different walkable areas on the walls and assign the certain type of view for it in the little box that says change view for this walkable area.

Basically, just import your walking animation sideways going up, sideways going down, and upside down. Then assign different views for the ceiling and the left and right walls. It should come out fine.