@lafouine88 What eri0o suggests is basically to try using player.WalkStraight instead of Room.ProcessClick(... eModeWalkto).
WalkStraight command should be much faster than regular Walk, because it does not search a path, but only tests the direct line in front of a character and stops if a wall is met. This works like "raytracing".
See https://adventuregamestudio.github.io/ags-manual/Character.html#characterwalkstraight
Other than that, you may replace AGS commands with your own that:
- Animates the character
- In rep exec moves the character into the direction pointed by the mouse by directly changing character.x,y properties with certain speed.
- Tests for a wall ahead.
That's not too hard to do, perhaps try that if WalkStraight did not solve the problem.
WalkStraight command should be much faster than regular Walk, because it does not search a path, but only tests the direct line in front of a character and stops if a wall is met. This works like "raytracing".
See https://adventuregamestudio.github.io/ags-manual/Character.html#characterwalkstraight
Other than that, you may replace AGS commands with your own that:
- Animates the character
- In rep exec moves the character into the direction pointed by the mouse by directly changing character.x,y properties with certain speed.
- Tests for a wall ahead.
That's not too hard to do, perhaps try that if WalkStraight did not solve the problem.