Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: on Sun 29/06/2003 18:23:51

Title: Move character
Post by: on Sun 29/06/2003 18:23:51
Hello!

I've been away a while but now I saw the 2.55 version is here (AND IT'S GREAT).

But is the movement speed fixed when the character is smaller scale or is there any other way to change the movement speed of the character?

I know I have asked this before but I was told it was on Chris list and I haven't been here for a while.

THank you!
Title: Re:Move character
Post by: scotch on Sun 29/06/2003 18:28:20
Does he slow down when scaled down? no, does it drive me insane? yes, is there any way to do it in script? no ._.

It's harder to do than it sounds apparently.
Title: Re:Move character
Post by: on Sun 29/06/2003 18:33:42
Hehe, yeah!
I just don' t why it's impossible to have a flexible movement speed that you can change in different regions.

But I'm no programmer so I should probably keep my mouth/fingers shut.

Title: Re:Move character
Post by: Meowster on Mon 30/06/2003 20:41:36
I can't quite remember, but wasn't that a problem in MI1? Guybrush moved really fast when he moved further from the screen... or maybe he moved at the same speed and the size/distance wasn't relative so it LOOKED faster? Can anybody remember?
Title: Re:Move character
Post by: Archangel (aka SoupDragon) on Mon 30/06/2003 20:53:11
Yeah I think in MI when Guybrush was about 2 pixels high he would move at the same speed as when he was 100%, so giving the appearance that he was moving at 100 miles per hour, when in terms of pixels per second he was going at the same speed.
Title: Re:Move character
Post by: Scorpiorus on Mon 30/06/2003 23:20:56
QuoteI just don' t why it's impossible to have a flexible movement speed that you can change in different regions.
It's because of pathfinder (a thingy in AGS which calculates character's path relying on the walkable areas). It constructs a path using a constant speed value before the character even start walking so it rather difficult to implement that feature without essential changes inside the pathfinder itself.

-Cheers