You guys....
I just made a test game with this loop and only 3 above script lines, and this behavior reproduces (AGS 3.5.0).
If you slow animation down (set delay 5 etc), you can clearly see that animation begins playing, but as soon as character stops it is overriden and starts playing anew.
Can't remember for certain, but maybe we heard about this issue before? (I mean, this seem like something easily noticable...) and so far it looks like a serious mistake in the engine.
UPDATE: same happens if you do non-blocking movement.
UPDATE2: If you make moving distance long enough for the first animation to complete, then upon stopping moving it does not play full anim again but resets loop to frame 0 and stays there.
I just made a test game with this loop and only 3 above script lines, and this behavior reproduces (AGS 3.5.0).
If you slow animation down (set delay 5 etc), you can clearly see that animation begins playing, but as soon as character stops it is overriden and starts playing anew.
Can't remember for certain, but maybe we heard about this issue before? (I mean, this seem like something easily noticable...) and so far it looks like a serious mistake in the engine.
UPDATE: same happens if you do non-blocking movement.
UPDATE2: If you make moving distance long enough for the first animation to complete, then upon stopping moving it does not play full anim again but resets loop to frame 0 and stays there.