Hey sorry if this doesn't belong as it's not a question specifically for an AGS game, but I was wondering if anyone had any technical knowledge of how AGS matches animation with movement, aka the anti-glide feature.
I'm busy writing some animation code for a player in a separate engine, and I'd love to be able to replicate this little marvel - at the moment all Ive done is manually calculated how many pixels of movement each frame should be shown for, and while this works great for tying the animation to the movement speed it still doesn't quite have the charm that AGS's solution does.
I'm busy writing some animation code for a player in a separate engine, and I'd love to be able to replicate this little marvel - at the moment all Ive done is manually calculated how many pixels of movement each frame should be shown for, and while this works great for tying the animation to the movement speed it still doesn't quite have the charm that AGS's solution does.