I pushed fixes to master for both the camera panning issue and the character speaking.
Nice! It's working now

Note that I removed Character.Say, SayAsync should be used instead, that's because the blocking say can't work in all scenarios
Right, better remove it than having a half-broken version.
Also, I saw that there's a bug with how the fade transition works in your loading screen (instead of fading in the new room, it's fading in the splash screen). Not yet sure what's going on there, it seems more complicated, I will look at it after I finish my current work.
For the mean time, if it bothers you as it bothers me, you can remove the fade transition from the game load event, and move it to after your first (non splash screen) room fades in. Note that this will also reduce the time of the splash screen (by default the fade transition is 1 second fade in and 1 second fade out).
Wow, it's really much quicker that way.
You can also create a private repository. It costs money on github, but it's free on both VSTS and BitBucket.
Thanks, I'll think about it.
This is because ICharacter doesn't really contain ChangeRoomAsync, it's composed out of components (like IHasRoomComponent) which contain the actual behaviors.
I understand that, but the whole interface composition will be too complicated for the regular game developer. The documentation needs to have an article where everything you can do with a character is explained in the style of the old AGS doc.
Right, I checked again and I see a null reference exception in output. However, the program doesn't crash but nothing else happens and the game is stuck.
Can you describe what changes I need to make to reproduce this? Also, if possible can you share the stacktrace of the null reference exception?
Thanks.
For example, during character creation, I assign an outfit only for left:
IOutfit outfit = await game.Factory.Outfit.LoadOutfitFromFolde
rsAsync(_baseFolder, walkLeftFolder: "Walk", speakLeftFolder: "Walk", idleLeftFolder: "Walk");
and then I start the idle animation for down (because I didn't pay attention):
_character.StartAnimation(_character.Outfit[AGSOutfit.Idle].Down);
The problem is, the game gets stuck on the loading screen and the exception is only visible in output.
An outfit is a collection of directional animations (idle/walk/etc)...
Thanks! It would be great to have a shortcut, like factory.LoadSpriteFromFile or similar. Especially when doing multiple animations manually, it creates lots of code atm. Can I safely reuse a sprite for different frames or should I create/clone a new one?
Oh well

. I tried creating the animation manually but didn't get it to work, yet. The viewport jumps weirdly and I just have flickering and no proper animation. I need to investigate further.
One more (not exactly MonoAGS) issue I have: I installed the VS Community Edition, which I thought was free? But now VS says that my 30 days trial license will expire in a few days
