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Message
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JetpackLover
Registered 01/03/2007
Points 212
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18th May, 2007 at 14:04:14 -
This is a big noob question I'm sure, but uh how do I play more animations with the Advanced platform extension besides, Stopped, Walk, Running, Jumping, and Falling? If you try to code any other animations besides those it contradicts it, and overwrites it, thus not even playing it. My friend once showed me how this was done, but alas I forgot. I think it has something to do with negating animations, but I am really not sure how to go about it. I've been using a...shall we say more stupid way of getting around it(which I won't state)
http://www.invincibletime.com/
Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/
Follow me on the twitters https://twitter.com/JetpackLover
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Matt Boothman The Nissan Micra of forum members
Registered 20/09/2002
Points 109
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18th May, 2007 at 14:28:04 -
Are you using MMF? Right click in the animation editor and insert a new animation, scroll down to "user animation". Rename it, and then you can use it in the events editor.
http://soundcloud.com/normbo - Listen to my music.
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JetpackLover
Registered 01/03/2007
Points 212
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18th May, 2007 at 14:37:24 -
no no no heh thats not what I meant, I mean for example, Object is standing on ground, (negate)Is moving,> Play animation Stopped. Object is Standing On ground, Object is Moving, (negate) button 1 being held > Play animation walk. Object is Standing on Ground, Object is Moving, Button 1 being held > Play animation Running. Object is Standing on Ground, Button 2 held down > play animation Jump. Object is Falling (negate)Object is Standing on Ground >Play Animation Falling.
If I wanted to do >Play Animation Punching, what would I do...all the possibilities are taken up by my other animations, which than contradict "punching" animation from ever playing. Thats the problem I am having.
Now with all these slots filled it doesn't leave animations left for anything else...unless you do "something" and that something is that which I don't know, and I'm trying to figure out right now.
http://www.invincibletime.com/
Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/
Follow me on the twitters https://twitter.com/JetpackLover
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Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
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18th May, 2007 at 17:13:36 -
Ok, so basically, you're baseing most of your animation off of keypresses.
What I'm not getting is which of the following is happening to you.
1. The built in PMO animations are overridding your custom coded one.
2. Your animation system is horrible, and it is causing your animation problems.
Honestly, I think it's probably a bit from both; basing your animation off kepresses isn't exactly the best way to go. I tend to use the actual player velocities to determine what animation should be playing.
Craps, I'm an old man!
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