Here is the basic board with numbers for reference:

Code: ags
Code: ags
At the moment the player moves to the same square whatever walk square is... there is plenty of walkable area.

//ROOM LOAD
void initBoard()
{
squareX[0] = 50; squareY[0] = 470;
squareX[1] = 50; squareY[1] = 368;
squareX[2] = 50; squareY[2] = 268;
squareX[3] = 132; squareY[3] = 368;
squareX[4] = 50; squareY[4] = 180;
squareX[5] = 136; squareY[5] = 173;
squareX[6] = 225; squareY[6] = 173;
squareX[7] = 225; squareY[7] = 249;
squareX[8] = 314; squareY[8] = 173;
squareX[9] = 396; squareY[9] = 173;
squareX[10] = 485; squareY[10] = 173;
squareX[11] = 575; squareY[11] = 173;
squareX[12] = 575; squareY[12] = 237;
squareX[13] = 658; squareY[13] = 173;
squareX[14] = 744; squareY[14] = 173;
squareX[15] = 744; squareY[15] = 267;
squareX[16] = 748; squareY[16] = 254;
squareX[17] = 748; squareY[17] = 265;
squareX[18] = 225; squareY[18] = 468;
squareX[19] = 225; squareY[19] = 468;
squareX[20] = 225; squareY[20] = 468;
squareX[21] = 225; squareY[21] = 468;
squareX[22] = 225; squareY[22] = 468;
squareX[23] = 225; squareY[23] = 468;
squareX[24] = 225; squareY[24] = 468;
squareX[25] = 225; squareY[25] = 468;
squareX[26] = 225; squareY[26] = 468;
squareX[27] = 225; squareY[27] = 468;
squareX[28] = 225; squareY[28] = 468;
// After throwing dice
if(oDice.Frame >=0){
cGandolf.SayAt(cGandolf.x+9, cGandolf. y-100, 500, "you have rolled a one.");
oTumbler.Move(oTumbler.X, oTumbler.Y+40, 2, eBlock, eAnywhere);
if(currentSquare ==0){
cHobbit.Walk(squareX[5], squareY[5], eBlock, eWalkableAreas);
// etc etc
At the moment the player moves to the same square whatever walk square is... there is plenty of walkable area.