Walk Animation Not Playing

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Post » Fri Jan 28, 2011 10:57 am

Hey there

I've got a platformer cooking here for the GameJolt Invention contest. What I can't figure out is why, when my main character is facing to the left, no animations will play. Could anyone have a look and see if they can see what's happened?

Thanks

http://dl.dropbox.com/u/1378330/00009.cap

Edit: By the way, the

+ System: Always (every tick)
-> MC_Anim: Resume current animation

Was my attempt to fix this, but it didn't work, so ignore that.
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Post » Fri Jan 28, 2011 1:48 pm

Hi cow-trix

I would advise anyone who planning on building a platform game to checkout the 'Platform School tutorial' By deadeye, it will save you hours of work.

[color=#FF0000:azrr19is]Edit by deadeye:[/color:azrr19is]
[quote="deadeye":azrr19is]And I would advise anyone not to... they're broken and full of obsolete information right now. Wait until I update them.[/quote:azrr19is]

I am not an expert on platform games but I had a quick look at your cap ( he looks like the scientist in half life 1 ! ) and spotted a few problems-

I Added the following lines (in bold), and the animation works-[/u]

[color=#BF0000:azrr19is]39 + MouseKeyboard: Player 1 "Move Left" is down
-> MC_Anim: Set animation to "Walk"
-> MC_Anim: Set angle to 180

43 + MouseKeyboard: Player 1 "Move Right" is down
-> MC_Anim: Set animation to "Walk"
-> MC_Anim: Set angle to 0
[/color:azrr19is]

BUT......There is loads of other things you need to change as well........

[u:azrr19is]1, Walk animation settings (it's too fast!)[/u:azrr19is]
Try-
[color=#FF0000:azrr19is]animation speed 8
loop yes
repeat # 0
repeat to 0
ping-pong off[/color:azrr19is]

[u:azrr19is]2, The game's currently using a massive 47.49 mb Vram[/u:azrr19is] try the following -

[u:azrr19is]3, Your using 10 seperate sprites to create the left and right walk cycles....[/u:azrr19is]
You only need about 3 to achieve the same effect.

[u:azrr19is]4, Your players idle animation uses 20 sprites !!!! you only need 1[/u:azrr19is].

[u:azrr19is]5, Your player sprites are too big (250 x 333 and 270 x 160 !)[/u:azrr19is]
Try resizing them and see if you can use square images (32 x 32 or 64 x 64)

When i get a bit more time, i will have another look at the cap.

Hope this helps. :D

regards

chrisbrobs
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Post » Fri Jan 28, 2011 1:59 pm

Just uploaded my fix when I saw chrisbrobs' reply. A lot of what he said is valid. However he didn't mention that you could simply use the 'Auto mirror' angle setting and get rid of the additional angles in your animations.

Also I would advice against using key presses to trigger animation changes. You should base it on the movement instead. I simply changed the walking animation event to have a 'Is moving' combined with a 'Is on ground' condition (edit: or if you like it not complicated use 'Is walking', hehe). You could also compare the X speed to achieve something similar.

So, here's the cap with auto mirror:
[url:75k0f0ob]http://dl.dropbox.com/u/2306601/00009_edit.cap[/url:75k0f0ob]

Oh, and good luck with your contest entry! :)
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Post » Fri Jan 28, 2011 8:08 pm

[quote="chrisbrobs":27g4dbfe]Hi cow-trix

I would advise anyone who planning on building a platform game to checkout the 'Platform School tutorial' By deadeye, it will save you hours of work.[/quote:27g4dbfe]

And I would advise anyone not to... they're broken and full of obsolete information right now. Wait until I update them.
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