Hullo again.
So I have this character who, standing, is only a little bit wide, not much. But he has an extended animation later on, and it is imperative that this animation is lined up correctly with the standing pose. So what I did, I created all frames of this character, including the standing pose, at the same width, the width of the widest animated frame. Obviously the animation lines up perfectly this way, however, the character's standing view is now too wide and the player character stops way ahead of him when trying to walk towards him. I was hoping AGS would have looked at transparent areas when calculating "collision", but apparently not.
Any ideas how I can solve this problem?
J
I think you're going to have to resave those animation frames narrower. As long as the centre of your character is in the centre of each frame, it should line up fine.
But then I'd have to make the extra animation twice as wide (the animation only goes towards one side of the character.
Dammit. Okay, I'll give it a go.
Not sure (I never used the thing), but based on its description, I think that the Collision Detectior plug-in may help: http://www.agsforums.com/games.php?action=detail&id=190
Also, take a look at SetCharacterViewEx, if such command exists, because I have a distant memory of one being there, and haveing a possibility to set the alignment of the frames in the loops of the view...