Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: red runner on Sat 06/06/2009 17:33:12

Title: Biased Walking view loops
Post by: red runner on Sat 06/06/2009 17:33:12
I've searched the forums and the manual, and couldn't find anything on the subject.

I've noticed that, using the default player walkto system, the player character almost always seems to face either left or right, but never walks up or down. Normally this wouldn't be an issue, but my game features a lot of vertical movement. Is there a way to fix this?
Title: Re: Biased Walking view loops
Post by: Akatosh on Sat 06/06/2009 17:34:41
Well, you could enable eight-direction movement and simply make the diagonal walk loops the same as the up/down ones.
Title: Re: Biased Walking view loops
Post by: Wonkyth on Sun 07/06/2009 11:01:01
When eight directional movement is enabled, the character only uses the diagonal loops for tuning, not for actual moving.
It also only ever uses the left/right loops for diagonal movement.
The only way I've found to get around this is to manually set the loop, but that gets a bit fiddly.
There has to be a better way around this, but I don't know it.
hopefully some of this info is useful, but you might have noticed yourself.
Title: Re: Biased Walking view loops
Post by: Khris on Sun 07/06/2009 13:31:36
Quote from: wonkyth on Sun 07/06/2009 11:01:01
When eight directional movement is enabled, the character only uses the diagonal loops for tuning, not for actual moving.
That sounds like a major bug. And you're the first since the last several years to notice that. Better check again.
Title: Re: Biased Walking view loops
Post by: Wonkyth on Mon 08/06/2009 09:40:43
Yep, just checked, and I couldn't get it to use the diagonal loops properly.
Even the Keyboard_Movement module didn't manage to get them to go.

Title: Re: Biased Walking view loops
Post by: Khris on Mon 08/06/2009 09:58:38
I've added two blue cup sprites to loops 4-7 of Roger's NormalView in a default game.
Both walkto clicks and diagonal keyboard movement make them get displayed during the movement.

Not sure what you did to break it, but diagonal loops are displayed during walking just fine.
Title: Re: Biased Walking view loops
Post by: Wonkyth on Mon 08/06/2009 11:57:45
Oh well, if it's just my problem, then I can work around it. :)
Title: Re: Biased Walking view loops
Post by: Trent R on Mon 08/06/2009 14:49:14
Have you double checked the option in the General?


~Trent
Title: Re: Biased Walking view loops
Post by: Khris on Mon 08/06/2009 15:23:02
I was looking for an option in General and found there's none. It seems it was changed into a character property at some point.
During testing, I had to deliberately set player.DiagonalLoops to false to prevent Roger from using the four diagonal loops, so it seems it is enabled by default.
Title: Re: Biased Walking view loops
Post by: Trent R on Mon 08/06/2009 16:37:10
That's right, I think I remember reading about the change in one of the beta threads....

Well, then I'd check and make sure 1)that the diagonal loops are enabled, 2)you have 8 loops (0-7), and 3)they have more than one frame per loop.


~Trent