Animation Controller DEMO
firemaplegames
Member Posts: 3,211
Hey All,
Here is a quick demo showing how to use a Timer to control animations:
http://gamesalad.com/game/play/77625
This is in response to this thread:
http://gamesalad.com/forums/topic.php?id=10142
This method is much more flexible than the Animate behavior. It allows you to adjust frame rates on the fly, pause the animation midstream, as well as play the animation forwards or backwards.
Hope this helps!
Use this for whatever you want!
Joe
Fire Maple Games
Here is a quick demo showing how to use a Timer to control animations:
http://gamesalad.com/game/play/77625
This is in response to this thread:
http://gamesalad.com/forums/topic.php?id=10142
This method is much more flexible than the Animate behavior. It allows you to adjust frame rates on the fly, pause the animation midstream, as well as play the animation forwards or backwards.
Hope this helps!
Use this for whatever you want!
Joe
Fire Maple Games
Comments
CJM
My concern would be if the timer causes too much overhead if used liberally compared to an animation script.
Same concept, but should be a little better.
So when you start a Scene, all of those images are already added to the Images RAM usage total.
This is usually OK.
However, if, let's say, your animation is a part of some "you win!" animation - and the player does not win - well, those images were loaded needlessly.
Using Change Attribute gives you a little more control over when the RAM gets allocated.
And more importantly, the Scenes load faster.