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Messages - Kiszonka

#1
AGS Engine & Editor Releases / Re: AGS 3.6.2
Mon 02/06/2025 10:52:28
@Crimson Wizard Thank you very much for looking into this and making a build with the fix. Works like a charm!
#2
AGS Engine & Editor Releases / Re: AGS 3.6.2
Sun 01/06/2025 16:54:00
Quote from: Crimson Wizard on Sun 01/06/2025 13:20:06
Quote from: Kiszonka on Sun 01/06/2025 12:26:22I moved from from 3.6.2.6 beta to 3.6.2.10, and since upgrading I've been experiencing an issue regarding characters walking.
When a character hits an edge of a walkable area, they sometimes teleport to a seemingly random location (sometimes more than 300px away).

It happens in more than one room in my game and I can repro this about 10%-20% of the time by hitting a specific corner in a specific room (image attached - teleport happens when walking from right to left).

Mask resolution of the room is 1:4.

Hello.

In order to diagnose the problem I will need a walkable area (could you export the walkable mask and upload somewhere?), and an example of walking order that results in this problem: starting and target coordinates.

Out of curiosity, why do you use 1:4 mask resolution? We've only have it in AGS as a formality, I have not heard anyone using this before (old games used 1:2 sometimes for performance reasons, and today people just use 1:1 most of the time).

Hello! Thank you for your time.

I was able to reproduce this issue in an empty project using the BASS template, using my custom character (attached below).

Sadly I was not able to automate this behaviour, which got me to wonder whether it's related to calling Walk() while the character is already walking somewhere, as a player normally does when walking through a longer area.

I did record some of the walk targets and positions of the player at the time of the bug taking place, but using these same values in code didn't result in the bug occurring. Apologies I can't provide starting and target coordinates.

The bug normally occurs when walking past the curved area and can occur when walking in either direction - I noticed it more commonly when walking right to left.

I uploaded the empty project with just the room and the character if you'd like to use it:
https://drive.google.com/drive/folders/1wtCmUpi3qFBgDCYcupLwKUoJLgEy7Inx?usp=drive_link

Or if you prefer here are just the exported character and the walkable area mask:
https://drive.google.com/drive/folders/1ux_qqHvlbNPPqCyEFnUOtW4m1K7I76zH?usp=drive_link

The room's info:
Background size: 1640x360
Mask resolution 1:4

Game's info:
Template: BASS
Resolution: 640x360

As for why I use 1:4 mask resolution - habit to pick the most performant option when less performant options don't seem to bring significant benefits (though characters snag a bit as they walk in some areas, so maybe it would be smart to up the resolution). I wasn't aware most modern AGS games use higher mask resolutions. My project is also a pixely game so precision didn't seem necessary at the time of making this room.
1:4 also makes it a bit easier to fill hotspots and walkable areas in the editor :)
#3
AGS Engine & Editor Releases / Re: AGS 3.6.2
Sun 01/06/2025 12:26:22
Thanks for your hard work! :)

I moved from from 3.6.2.6 beta to 3.6.2.10, and since upgrading I've been experiencing an issue regarding characters walking.
When a character hits an edge of a walkable area, they sometimes teleport to a seemingly random location (sometimes more than 300px away).

It happens in more than one room in my game and I can repro this about 10%-20% of the time by hitting a specific corner in a specific room (image attached - teleport happens when walking from right to left).

Mask resolution of the room is 1:4.

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