MoveAndJumpSettings and NormalAccelMove enabled

I’m trying to recreate the typical movement that some games have when you’re running at full speed, for example, to the right. You press left, and the character turns around and keeps running and “skating” until they gain speed to run to the left. I had done this in PGM and it worked.
Well, in AGM, it doesn’t work correctly. Let me explain:
I set everything up and execute the maneuver, and at first, it worked until I added an animation of turning in the direction you pressed.
If I start running to the right and when I’m going full speed, I press left, the character executes the turning left animation (there are 3 different frames). When the animation ends, instead of continuing to run left, it executes a frame looking right and then continues running left. This is because, since it’s still sliding right, AGM interprets it as looking right when in fact the character is looking left. So I assume AGM interprets the direction the character is facing depending on which direction the character is moving.
I slowed down the turning animation, and since it had already finished sliding right by the time it finished, it worked fine, but at the cost of making the animation very slow.
This worked in PGM, and you could also reinforce it by changing the value of the variable that controls where the character is looking, which you can’t do in AGM.

Thanks for bringing this up! I have made a formal request to talk it over and see if the behavior you suggest is possible and desirable.

I personally think it would be better too.

1 Like