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Project: 2.5 Dimensional Platforming useful for BEATemUPS
Project Started: 21st January, 2009 Last Update: 6th October, 2009
Project Owner: MBK Project Members:
Project Type: Experimental Engine for MMF/TGF 1 or 2 Project Progress:

Animation Troubles
Posted 17th Jun 09, by MBK  
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.

Posted by Zezard 17th June, 2009

I think you will have to describe your problem a little more detailed than so if anyone is going to be able to help you. The best way to do so is to write the actual code here with description of what it is supposed to do.

The order of events is indeed of importance for their function.
 
Posted by OMC 17th June, 2009

Yes, we need more detail. If they aren't playing at all, it might be because you've got them constantly restarting over and over, which could be fixed with a "animation is not playing" or it could be that you've missed a few comparison conditions.

If part of the sprite is behind an object and part of the sprite is in front of the object, I think you need some sleep.
 
Posted by MBK 17th June, 2009

Thanks guys. I've made a temporary partial fix to it for now. I'll be needing help with a permanent solution later though if you still care to look by then.

I'll be putting up the next opensource after adding the side wall jump (which I still haven't gotten to)... If noone notices what the glitch is just by playing it
(with the quick fix in), then I'm not going to be all that concerned with it.

 


 



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