Thanks! I changed the values and it looks quite good already. I might fiddle with it more a bit later, when I have the final walking speed etc.
Code: ags
However, stopping still freezes the application (during await Characters.Mortimer.StopFollowingAsync()
This is what my code looks like now:
Code: ags
When I click the pause button in VS while the game is stuck, it seems to be stuck in AGSGameWindow line 74 with call stack (not very helpful, I guess)
> AGS.Engine.Desktop.dll!AGS.Engine.Desktop.AGSGameWindow.SwapBuffers() Line 74 C#
AGS.Engine.dll!AGS.Engine.AGSGame.onRenderFrame(object sender, AGS.Engine.FrameEventArgs e) Line 225 C#
AGS.Engine.Desktop.dll!AGS.Engine.Desktop.AGSGameWindow.onRenderFrame(object sender, OpenTK.FrameEventArgs args) Line 87 C#
[External Code]
AGS.Engine.Desktop.dll!AGS.Engine.Desktop.AGSGameWindow.Run(double updateRate) Line 73 C#
AGS.Engine.dll!AGS.Engine.AGSGame.Start() Line 150 C#
CorneliusCat.Desktop.exe!CorneliusCat.GameStarter.Run() Line 19 C#
CorneliusCat.Desktop.exe!CorneliusCat.Desktop.Program.Main(string[] args) Line 10 C#
Another question: if follow(null) can cause problems, wouldn't it be better to remove this synchronous call completely?
Characters.Mortimer.Follow(Characters.Cornelius, new AGSFollowSettings(wanderOffPercentage: 0,
minWaitBetweenWalks: 0, maxWaitBetweenWalks: 100,
minXOffset: 10, maxXOffset: 260,
minYOffset: 0, maxYOffset: 10));
However, stopping still freezes the application (during await Characters.Mortimer.StopFollowingAsync()

This is what my code looks like now:
_game.State.Cutscene.Start();
Characters.Cornelius.Inventory.ActiveItem = null;
await Characters.Cornelius.WalkAsync((2479f, 0f));
await Characters.Cornelius.SayAsync("Mortimer, come here!");
await Characters.Mortimer.StopFollowingAsync();
await Characters.Mortimer.WalkAsync((2035, 0f));
await Characters.Mortimer.FaceDirectionAsync(Characters.Cornelius);
await Characters.Cornelius.SayAsync("I need you to help me with the gate.");
await Characters.Cornelius.SayAsync("You are small. Try to squeeze through it to the other side and open it for me.");
await Characters.Mortimer.SayAsync("* squeak *");
// TODO follow cat again
_game.State.Cutscene.End();
When I click the pause button in VS while the game is stuck, it seems to be stuck in AGSGameWindow line 74 with call stack (not very helpful, I guess)
Spoiler
> AGS.Engine.Desktop.dll!AGS.Engine.Desktop.AGSGameWindow.SwapBuffers() Line 74 C#
AGS.Engine.dll!AGS.Engine.AGSGame.onRenderFrame(object sender, AGS.Engine.FrameEventArgs e) Line 225 C#
AGS.Engine.Desktop.dll!AGS.Engine.Desktop.AGSGameWindow.onRenderFrame(object sender, OpenTK.FrameEventArgs args) Line 87 C#
[External Code]
AGS.Engine.Desktop.dll!AGS.Engine.Desktop.AGSGameWindow.Run(double updateRate) Line 73 C#
AGS.Engine.dll!AGS.Engine.AGSGame.Start() Line 150 C#
CorneliusCat.Desktop.exe!CorneliusCat.GameStarter.Run() Line 19 C#
CorneliusCat.Desktop.exe!CorneliusCat.Desktop.Program.Main(string[] args) Line 10 C#
[close]
Another question: if follow(null) can cause problems, wouldn't it be better to remove this synchronous call completely?