I've always had this issue with MMF2, where sometimes for reasons unknown, it refuses to end an animation sequence.
I've just created an active object and had it change it's animation to a custom one, when this custom animation has finished the objects is made invisible.
I've created a new object, made the same event and it just doesn't turn invisible at the end of it's animation. The animation is not set to loop. It was made the same way the other active object was made.
I've had this issue several times in the past, and I'm guessing some people on here might know why this happens? I'm certain that I've not made a misstake, though it sounds like I have. Anyone else experience this?
I've been using a custom animation system in almost every project, it's just so much easier to work with. Basically, since you can set which animations, which frame, and which direction, you can have complete control just by using a set of alterable values. I usually call them AnimWhich, AnimFrame, AnimFace, and AnimCount - with AnimCount controlling the speed of animation/when to change frames. At the end of each loop just set animation, frame, and direction to the 3 corresponding values. If you like, I could make an example, too.
Originally Posted by Neuro I've been using a custom animation system in almost every project, it's just so much easier to work with. Basically, since you can set which animations, which frame, and which direction, you can have complete control just by using a set of alterable values. I usually call them AnimWhich, AnimFrame, AnimFace, and AnimCount - with AnimCount controlling the speed of animation/when to change frames. At the end of each loop just set animation, frame, and direction to the 3 corresponding values. If you like, I could make an example, too.
That sounds quite intelligent. Why not write an article about stuff like that...
Originally Posted by Neuro I've been using a custom animation system in almost every project, it's just so much easier to work with. Basically, since you can set which animations, which frame, and which direction, you can have complete control just by using a set of alterable values. I usually call them AnimWhich, AnimFrame, AnimFace, and AnimCount - with AnimCount controlling the speed of animation/when to change frames. At the end of each loop just set animation, frame, and direction to the 3 corresponding values. If you like, I could make an example, too.
Originally Posted by Neuro I've been using a custom animation system in almost every project, it's just so much easier to work with. Basically, since you can set which animations, which frame, and which direction, you can have complete control just by using a set of alterable values. I usually call them AnimWhich, AnimFrame, AnimFace, and AnimCount - with AnimCount controlling the speed of animation/when to change frames. At the end of each loop just set animation, frame, and direction to the 3 corresponding values. If you like, I could make an example, too.
The cool part of this is that you don't have to worry so much about "+ animation x isn't playing, + animation y isn't playing, + animation Z isn't plaknow is what the counter is set to - ie: 0 = stopped, 1 = walk, 2 = run, 3 = jump, etc.ying" etc. etc. conditions. If you order your events correctly and you use an alt value or counter all you have to do is check to see what the counter is set to and set your animation accordingly.
..and yet there is still one little thing; beginners and pros also, might not remember to check the loop button when needed.. it has caused a lot of shitstorm in my clicking. In certain types of situations it should be always clicked, while in others always off.
A very good system, although my system improves on a ton of pitfalls that your system will eventually run into, for instance, if you create another animation, you'll have to add more code. If you create another animated character, you'll have to add code for that character, and if you want to change animations, you'll have to hunt through your code. This was actually like the system that inspired the one I use currently.
My system literally takes 14 lines of code, and handles all of said items and can even run animations backwards. I will totally have to make a tutorial .
That is excellent, great improvement. I have noticed that the events list is getting kind of massive for my current project, something like this would have been very helpful to add
Yeah the guy that I got the system from had the exact same problem. I kind of solved it using arrays to handle the animation files, up until this project where I found the ini/string combo to be much more readable in code, plus it frees up some alt values with strings that I don't use as much.
Chloe I've looked over your animation engine and there is a slight well not slight, a huge flaw in it. You say you put every animation into the stopped frame right? And you can choose which frame numbers to start and stop an animation right? What if you add or take away frames? Doesn't that break every single animation that you have previously coded? It seems to me this is not good for the iterative process that is game development. That's not to say that I don't think it's wickedly clever and pretty cool too.
It's probably a great idea when you have all your animations final.
Maybe I'm wrong though...any way around that problem?
Ini files are extremely easy to change, so as long as you're taking note on where the start and end frames of each of your animations are, you'll be just fine.
I'm sure you could also develop a separate program that handles the start/end frames better than dictating them in the ini file, though it's not that much of a nuisance to me personally, and it beats having to load in every group of frames into separate animations. I still consider this section to be part of the set up.
Once you have everything set up, everything should work just fine, with a minimal effort to change slight details.