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Topics - blexx

#1
Hello, I've been working with AGS for a while now and I have finally decided to register. First of all, I have to say that I have already tried a few engines, but AGS is definitely the most intuitive - it's really fun to work with and very well thought-out!

The only thing I've noticed, both when playing a lot of AGS games and now when creating them, is that one thing in particular is strange and REALLY outdated:

Let's say you define a staircase as an hotspot exit so that you can eventually change the room by using it. Like this:

Code: ags
function stairs_Interact(Hotspot *theHotspot, CursorMode mode) 
{
character.Walk(248, 178, eBlock);  
character.ChangeRoom(2,7,75);  
}

Clicking on this hotspot will make the player walk to it, BUT the cursor will be disabled in this process. This prevents you from canceling the walk. I have seen that there is a template that tries to prevent this behavior, but it does not always work reliably (Tumbleweed). I don't understand why the default behavior is not that you can cancel this walk. Pretty much every adventure game does this nowadays. I think it breaks the flow of the game if you're forced to wait as if it is a cutscene. I haven't seen that anywhere else. It would be also nice, to support double click to skip the walking instantly to change the room.

To demonstrate how much better it would be, here's another video:

https://streamable.com/y3bfw4

Especially if you often have to walk long distances and have many screens, this is immediately noticeable in a negative way. That's why i wanted to ask if there is a possibility to add a function that makes it possible to cancel this walk. :)
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