ANCIENT MACHINES — DRESS A CHARACTER AND MAKE IT WALK Build notes for recreating this example in the game. This text file is not an importable .am level. Guide: https://chakygames.com/ancient-machines-example-walking-ragdoll.html YOU WILL BUILD A dressed physics character with player input for walking in both directions. BEFORE YOU START An editable level with a wide flat platform. Enable the primary left/right buttons in the level’s Play controls. STARTING SETTINGS - Platform Body Type / Is Sensor: Static / Off. A solid floor that stays in place. - Enable Ragdoll Skin / Ragdoll Skin: On / Young Man in T-shirt and Shorts. Start with a simple everyday character. - Enable Pose / Pose Type: On / Normal. Start from an upright pose on level ground. - Enable Ragdoll Movement / Movement Mode: On / Walk. Enable the walking setup. - Automatic Walk, when available: Off. Player walking controls belong to the non-automatic setup. - Control Walking With Controls: On. Gate walking through the chosen player input. - Walking Controls: Primary Left/Right Buttons. Use the same pair enabled in the level’s Play controls. - Enable Walking In Both Directions: On. Allow input for both travel directions. BUILD ALONG 1. Build a calm test area Object palette → platform → Object Settings Place a wide rectangular floor. Set Body Type: Static and leave Is Sensor off. Add a ragdoll above it with enough room for both feet. Keep the starting size and give it space to move in either direction. Check: The floor stays fixed and the character can settle onto it. 2. Choose the character’s clothes Select ragdoll → Ragdoll settings → Ragdoll Skin Turn Enable Ragdoll Skin on and choose Young Man in T-shirt and Shorts. Turn Enable Pose on and select Normal. Leave weapons, shields and custom body-part replacements for a later variation. Check: The connected body parts display the selected clothes and start in an upright pose. 3. Enable the walking setup Ragdoll settings → movement controls Turn Enable Ragdoll Movement on and select Movement Mode: Walk. If your version has Automatic Walk, turn it off for this player-controlled example. Keep the initial Walk Speed for your first test, then tune it on the same flat floor. Check: The walking controls are available. The skin and the movement setup are configured separately. 4. Connect left and right input Level Play controls → Ragdoll settings → Walking Controls Enable the level’s primary left/right button pair. On the ragdoll, enable Control Walking With Controls, choose Primary Left/Right Buttons and turn Enable Walking In Both Directions on. Use the in-game buttons for the first test. Check: The level exposes the same input source selected on the ragdoll. 5. Test both directions Level → Play Let the feet settle. Hold one direction briefly, release it, then try the other direction. Check travel and facing on the floor. If the character catches, inspect the foot contacts before increasing speed. Test the body without held equipment first. Check: Both inputs request their corresponding travel direction, and releasing input stops requesting walking. 6. Save, then make a variation Return to editor → Save Level Save the level and reopen it to repeat the two-direction check. Then try Enable Hand Movement for arm swing, a different skin or one small obstacle. Recheck the controls and foot contacts after each change. Check: The saved character keeps its appearance and responds to the chosen input. CHECK YOUR BUILD [ ] The floor is static and solid. [ ] The skin and movement are both enabled. [ ] Automatic Walk is off when that option is present. [ ] The level and ragdoll use the same input source. [ ] I tested both directions and released input between tests. [ ] The controls still work after reopening the level. TROUBLESHOOTING Walking controls are greyed out Enable Ragdoll Movement, select Walk and turn Automatic Walk off if present. Enable Control Walking With Controls before choosing an input or both-direction movement. The character walks without my input Check Control Walking With Controls. Confirm you are using the player-controlled setup and Automatic Walk is off. Feet catch or the character falls Return to a flat floor, the starting size and no equipment. Check foot collision shapes with Debug Draw. Walking is a physics interaction, so terrain and body changes affect the result.