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AGS EngineInternalSolid characters can be walked through with arrow keys
AGD2This bug has existed in AGS for a while. If you set a character's Solid property to true, it can often be walked through by the player character if you use the arrow keys to move him. I'm pretty certain the same applies to Solid room objects.

When scripting a QFG style forest, we've used Solid characters with large BlockingWidth and BlockingHeight values to completely block off the top, bottom, and left/right sides of the screen where lines of trees or foliage exist. We use a single room to handle all the forest screens, which are dynamically generated when the room first loads, so this approach to blocking screen exits with Solid charcaters is easier than creating a complex grid of walkable areas that need to be turned on and off.

The BlockingHeight/BlockingWidth values don't need to be large for this bug to present itself, though. Even with small objects, it happens. You can just use the arrow keys to walk right up to the edge of a Solid character. Initially, the player will stop. But if you let go of the arrow key and press it again, he will usually be able to continue walking right through it to the other side. Sometimes it might take a few keypresses of the arrow key, but eventually, the player will walk through the Solid area.

A related issue is that if you call PlaceOnWalkableArea() when the player is standing in a non-walkable zone created by a Solid character's BlockingWidth/BlockingHeight (which otherwise has a walkable area beneath it), AGS still thinks you're standing on the walkable area and won't move the player anywhere, leaving him on a non-walkable section of the screen.
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