Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Bandersnatch on Wed 22/02/2012 14:40:04

Title: Tips on walkable area manuveurability?
Post by: Bandersnatch on Wed 22/02/2012 14:40:04
Lately I've been having a spot of bother with walkable areas and my character's movement. When the character is moving across a walkable area with plenty of space his movement is fine - totally smooth. However when he's crossing an area with a much thinner walkable space (such as a rope bridge), he has a tendency to get stuck and edge across in a jerky, awkward manner, and sometimes switch direction for the sake of one pixel.

Obviously the game still functions, but it's ruining what is otherwise quite nicely drawn and animated by having this amateurish movement.

I was wondering if anyone has any tips to avoid this 'snagging' effect?
Title: Re: Tips on walkable area manuveurability?
Post by: Khris on Wed 22/02/2012 15:54:21
Did you make sure your walkable areas are always at least three pixels wide? The walking algorithm only looks at every other pixel so very thin parts can cause jerking.
Title: Re: Tips on walkable area manuveurability?
Post by: Bandersnatch on Wed 22/02/2012 19:46:45
Got most of it sorted now. All of the areas are at least 3 wide and 3 high, but some still cause the character to snag. I guess it's just a fairly long, arduous task to get every pixel right.
Title: Re: Tips on walkable area manuveurability?
Post by: Bandersnatch on Mon 21/01/2013 21:43:14
Hi,

After a long period of inactivity I thought I'd revisit this. All of my walkable areas have plenty of space and some which have absolutely heaps are still causing my character to snag when he turns corners. I suppose it's hard to describe without anyone actually seeing it but does any have any thoughts?
It looks so amateurish every time he pauses in such a strange way when turning.