Problem with animation playing too fast first time

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Post » Fri Jun 19, 2009 8:05 am

Hello,
I'm having a little problem with construct.

The thing is I was experimenting with "Cinematic Kill" effect in Construct, you might have seen this in Action Adventure Games, like Prince of Persia: Two thornes, It was called Speedkill there.

So my problem is at one point during game, the animation plays instantly no matter what Anim speed I set it to, but if I make this animation loop, after first instant play animation works normally in its second playthrough.

I tried everything I could think of, disabling all effects that might lower the fps, setting animation speed via events etc

only thing that has any effect on it is when I set animation speed of both problematic animation and one before it to 4 or less, if it's 5 or 6 animation is played instantly.

This is my first attempt at making something in construct after passing Ghost Shooter and platformer school tutorials so I might be missing something simple, but it just wont work no matter what I change :D

I tried running cap from both newest stable [0.98?] and 0.99 versions didn't help.

Here's a cap file,
http://rapidshare.com/files/246196468/C ... l.cap.html
mirror: http://files.getdropbox.com/u/1248743/C ... 20Kill.cap

thx in advance
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Post » Fri Jun 19, 2009 10:13 am

Grumble grumble :evil:

*searches forum for Motion Trail.fx*
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Post » Fri Jun 19, 2009 10:41 am

Yeah, I found it, no worries.

I'm not entirely sure what's going on here, but I'm guessing you're talking about the animation where the hero slides down the flying, frozen forest-whale's back with a sword sticking in it? Is that the animation that's messing up?

If so then do this:



Frame numbers carry over from one animation to the next. If your animation ends on frame 4, then the next animation will begin at frame 4 (if there is a frame 4). You have to set the animation to frame 1. But setting an animation frame stops it, so you have to also play the animation.

Hope that makes sense.
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Post » Fri Jun 19, 2009 10:45 am

Anyway it looks like a flying, frozen forest-whale to me. They can be very pesky.

By the way, you're using up like 76MB of VRAM with your bigass sprite animations. And you don't really need all that layout space or collision stuff if all you're doing is scrolling a repeating background. You could do this whole thing in a layout the same size as the window, and just use timers, or the timeline object. The Tiled BG object can scroll itself (Set Image Offset action)
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Post » Fri Jun 19, 2009 1:03 pm

76mb :shock:
flying, frozen forest-whale is being naughty it seems. :|

[quote:2hk5hmdd]And you don't really need all that layout space or collision stuff if all you're doing is scrolling a repeating background. You could do this whole thing in a layout the same size as the window, and just use timers, or the timeline object. The Tiled BG object can scroll itself (Set Image Offset action)[/quote:2hk5hmdd]
now that you mention it yes, and it would require less events that way. I didn't know about image offset thing, new to construct as I said.

but collisions and targeting seemed the way to go when I started making this, and I want flying, frozen forest-whale to crush into some rocks at the end[hells if I know how I will synchronize animation of these two sprites]. this can be combined with the method you suggested though. :mrgreen: I just wanted to see if I could make simple "Cinematic Kill" sequence and how much messing around and time it would take.


[quote:2hk5hmdd]Frame numbers carry over from one animation to the next. If your animation ends on frame 4, then the next animation will begin at frame 4 (if there is a frame 4). You have to set the animation to frame 1. But setting an animation frame stops it, so you have to also play the animation.

Hope that makes sense.[/quote:2hk5hmdd]

I tried adding those two events, but first playthrough of animation is still instantaneous.

here is same file but with Set current frame and play animation events, and Sword sliding animation is set to loop. Animation speed is also low.
first time animation is played it just displays last frame, when the loop begins animation is played correctly.
http://files.getdropbox.com/u/1248743/C ... 0trail.cap


Oh and BTW while we are at it, can you tell me how can I reverse bullet direction? :mrgreen: I mean it to shoot right to left instead of left to right. Setting angle doesn't work, it just makes sprite fly upside down :mrgreen: I had to add animations at 180 angle to fix that :mrgreen:

ps Huge thx
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Post » Fri Jun 19, 2009 2:52 pm

im vieweing this page from a cel phone, so i cant see your cap to answer the other questions, but making new 180 degree animations isnt necessary. just setting the height or width to a negative mirrors it, so you can set height to -1*sprite.height and it should look right going to the left:)
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Post » Fri Jun 19, 2009 6:50 pm

Check "No rotation" in the sprite properties and it won't flip upside down.

Or check "Auto mirror" and it will make a 180 degree image automatically when the sprite is facing 180 degrees.

As for the faster animation thing, previously I had added the "Set animation frame - Play animation" actions to all of the animation events and it was working fine for me. It appears there is some kind of bug... if you add those actions to the Stage5 group's animation event then it will work normally, for some reason. Even though those actions shouldn't be triggered, as far as I can tell... you don't have any active events telling the Stage5 group to activate. So as near as I can see there's a bug somewhere.

Anyway, if you want it to work, add those actions to all of your animation events. And I guess I'll try to figure out what this bug is doing.
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Post » Fri Jun 19, 2009 9:45 pm

It worked !
although only Shodan knows by what logic :mrgreen:

I don't have any event that activates stage 5, I used stage 5 to test if something was wrong with stage 4, skipping it entirely and just playing ST6 animation without any ST4 mumbo jumbo.

strange bug...
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