Animations frames transition...

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3 pixel charaters with over 8 animations each + animations with a gun
  • Hello there! Could any one help me to figure out a little problem with Construct Classic r1.2 ?

    When my hero is standing it playes an "Idle" animation (frame0 -> frame1 -> etc). When I press Down Arrow it have to play a "Seat Down" animation (frame0 -> frame1 -> etc) but in fact it changes only the name of animation-to-play (it takes the number of the currently playing animation frame and starts my "seat down" animation from this frame number!) So, if my hero decide to seat down at Idle's frame = 5, it skips first four frames of "seat down" and my hero turns up sitting down...

    Thenks per advance for your help.

    .cap mediafire.com

    Press "S" to seat down

  • i think this is more of a feature than a bug

    just add a set frame to 0 action along with the seating animation

    i think (not sure) that if you do another play animation action it might automatically do this as well

    so Set Animation to "Seat Down"

    Play Animation

    having it keep the same frame is useful sometimes, when transitioning between walking and running animations and such, or several animations that represent multiple angles

  • i think this is more of a feature than a bug

    just add a set frame to 0 action along with the seating animation

    i think (not sure) that if you do another play animation action it might automatically do this as well

    so Set Animation to "Seat Down"

    Play Animation

    It do not helps... Even if I use "On control pressed" to set the current frame to 0 it makes the hero to hang at this frame while I keep the key pressed.

    In fact this "feature" means that when a player will be forced to quickly seat down, he'll be confused because of different speed of action. Really, it looks like a bug...

    Can this feature be turned off somehow ?

  • I tried your cap. if you use On Pressed and just add

    Play Animation, after Set Animation to "seat down"

    it works fine

    <img src="http://dl.dropbox.com/u/1013446/sharinplugs/quazi3d/set.PNG" border="0" />

    there seems to be a separate problem with the standing animation, and possibly the animationalert variable

  • Thanks, but I found a solution:

    <img src="http://i.pixs.ru/storage/3/4/7/777png_2258796_3856347.png" border="0" />

    It's a bit heavy, but it works fine with my method of animations organisation

  • Why does everyone try to set an animation's frame to 0 although the first frame is 1 (CC is one-based)? I'd say, 0 is just undefined and wouldn't recommend using it.

    It leads to aftereffects, e.g. in this example above the second condition of event 15 is meaningless, because the animation frame will never be 0 and the condition therefor always be true.

  • Why does everyone try to set an animation's frame to 0 although the first frame is 1 (CC is one-based)? I'd say, 0 is just undefined and wouldn't recommend using it.

    It leads to aftereffects, e.g. in this example above the second condition of event 15 is meaningless, because the animation frame will never be 0 and the condition therefor always be true.

    First of all, using CC debugger I saw, that all animations use frame number "0" to start playing, so I've decided that Construct's engine must reference to "0" for the first animation's frame.

    Secondly, my example above works fine, so... It just works.

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  • First of all, It's totally up to you to ignore the information. That doesn't change anything, CC keeps being one-based, you will just run into more issues with your projects growing. But that's totally your decision.

    Secondly, noone said it wouldn't. I just pointed out that event 15 uses a redundant condition. "Animation frame not equal to 0" is always true.

  • You was totally right, tulamide. It should look like this:

    <img src="http://i.pixs.ru/storage/9/6/6/777png_4083138_3860966.png" border="0" />

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