Well, I'm a bit stuck now. I think TGF1 gets confused if you have too many events doing closely related things at the same time.
Turns out that while I've solved a ton of glitches that I thought would be excruciatingly difficult, I am now stuck on this single problem that I assumed would be fairly simple to implement. I just don't understand what's happening in the code to make it happen. The only thing that I can think of which it might be (because I've tried most everything else) is the ordering within the events themselves. It simply escapes my grasp.
If anyone could come up with an easy animation switching system that I could put into the current code, then that'd be quite helpful. But since I know that'll never happen, for now, this project is going to be a very slow-going process. (until I give up and just decide to leave that damned glitch in)
Oh, and so you know what I'm talking about, here's what is happening. I put in new animations for when the character is walking or running and jumps off the wall.
The problem is that sometimes the animation does not play like it should. Oftentimes one leg of the character goes behind the wall. I just don't get why.
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