Ok, I'm gonna need help with this one, guys. Chris, are you there?
I'm making a fully keyboard/gamepad controlled 2D game. Direct controls, context sensitive, detecting hotspots by player proximity without pausing the game. I've got a sprites based character so I'm using box colliders to restrict player movement. But one big issue here, and I saw it brought up on few occasions here but without solution it seems: the character doesn't stop walking when hitting the collider. Instead they just walk in place in kinda jittery way that doesn't look too good. Is there a workaround? AGS stops character walking and starts playing the character's idle animation. I'm sure this can be replicated with AC... but how?
I know it's hardly a game-breaking issue, but sometimes the devil is in the details
Please bear in mind I'm AC/Unity noob (but learning quickly!
)
-Rem (Harvester Games)
PS. Loving AC so far btw
Comments
Switch to SUC first (see Section 3.9 of the Manual), just getting basic idle/walk/talk animations working, and then you'll be able to implement the slow-near-walls feature.
Thanks!