Hey Guys It's me again. I have a question about my platform game that I am making. I am using the platform movement object for my player, and a Active object on top for my animation on top. I seemed to be making much progress but I came to a hitch. I set my player to show the stopped animation when he is not moving and when he is standing on the ground. I also have have attack animations and crouch animations and such. but when I am not moving and he attacks it does not show the full animation. It looks like it only shows the first frame and goes back to the stopped animation. The problem is that the animations are fighting each other and I have no way of setting a priority or something like that. Can you guys help? It would be greatly appreciated. Below is a link to MEGAUPLOAD where a copy of the game file is there.
The platform object does not govern animations IIRC. It must be your own code. Make sure to have "When animation X isn't playing" to make sure some animations don't interrupt others.
Check out my Telekinesis'em'up Thread and the ALICE Machines -
This might not be much help, but here goes anyway. I was doing the same thing in one of my first MMF2 projects. What I started doing was having my invisible platform controlled object contain the same frame count and speed for the animations of my active. I then set it so - if animation (walking/slashing/jumping/etc) of mover is playing, set animation of active to (walking/slashing/jumping/etc).
You still have to set up your conditionals for if key is pressed - attack and all that, and if it applies, remember to prevent your mover/active from sliding around during your attacks. I set my objects up with multiple movements and switch to a stationary one during some of the animations, this helps prevent you from sliding around during a crouching attack.
Using this method I didn't notice any early clipping, but I was using mostly low frame count animations (8-10).
Originally Posted by AntiheroX This might not be much help, but here goes anyway. I was doing the same thing in one of my first MMF2 projects. What I started doing was having my invisible platform controlled object contain the same frame count and speed for the animations of my active. I then set it so - if animation (walking/slashing/jumping/etc) of mover is playing, set animation of active to (walking/slashing/jumping/etc).
You still have to set up your conditionals for if key is pressed - attack and all that, and if it applies, remember to prevent your mover/active from sliding around during your attacks. I set my objects up with multiple movements and switch to a stationary one during some of the animations, this helps prevent you from sliding around during a crouching attack.
Using this method I didn't notice any early clipping, but I was using mostly low frame count animations (8-10).
He's not using the built in movement.
I haven't downloaded the file, but with the PMO you can basically use states for everything - Object is moving + Object is on Ground + Only one action when event loops -> Walking animation.
It seems that the best I can do is get the crouching to work. I added this event to the 'Player Crawl' group:
Only one action when event loops
+ Object is standing on ground
+ (Negate) Repeat while "S" is pressed
= Debug player- Restore animation sequence
And I added the 'Only one action when event loops' condition to the first event in the 'Player Stopped' group.
That allows you to crouch and get back up without moving. It seems that when you jump while moving, only the first frame of the jumping animation plays, and the walking animation plays when you fall. Also, the falling animation doesn't playing when you jump from a static position. I guess the latter was intentional, were the first two as well?
If they weren't, you can easily fix it with the event:
Object is falling
= (Debug player) Change animation to falling
Then just include:
(Negate) Group '(Insert Group Name here)' is activated
or
Only one action when event loops
for the times when falling shouldn't play.
Of course, I could be completely wrong. I did download the file and edit it, but I didn't study it enough to see if it would affect any other animations.