Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: HSIAMetalKing on Thu 20/03/2008 20:31:14

Title: Moving Objects
Post by: HSIAMetalKing on Thu 20/03/2008 20:31:14
Ran a search to find the answer-- couldn't find anything, so...

I have a room with a button in the middle. When the player interacts with the button,

Object - Switch an object back on (1)
Object- Set object view number (1,11)
Object - Start object animating (1,0,7, True)
Object- Move object (1, X, Y, [speed], True)

The object that I am turning on is placed slightly off screen before it moves in from the left side, going towards the right side. At first I thought my problem was that it was off the walkable area, but even after I moved it "on screen" and tried to test getting the object to move, I still had this problem:

The object moves -way- too fast! No matter how high I set the speed (set it at 1000 once just for kicks-- it still zoomed across the screen), it is still too fast. For the sake of the game, the object needs to be on screen long enough for the player to clearly see what it is for a few seconds-- what can I do to fix this?
Title: Re: Moving Objects
Post by: miguel on Thu 20/03/2008 21:02:45
Maybe the object isn't blocking the script when moving, thus apearing on the desired location too fast.
You can set that (eblock/enoblock).
See if it works.
Title: Re: Moving Objects
Post by: Ultra Magnus on Thu 20/03/2008 22:00:31
Mine isn't the most experienced voice in this place, but here's what I'd do.

You could reclassify the object as a character, that way it would move at a walking speed.
You can do everything with characters that you can with objects, I'm pretty sure.
Title: Re: Moving Objects
Post by: GarageGothic on Thu 20/03/2008 23:00:56
If I remember correctly, the speed is how many pixels the object moves every game loop. So the lower the value, the slower it moves. At least this is the case for the Object.Move function, but it seems you're using the interaction editor? Try a speed of 1 or 2, or a negative value (which works as fractions of pixels).