Another animation hitch. Why oh why?!

OkyshoOkysho Member Posts: 158
edited November -1 in Working with GS (Mac)
Special thanks to cbt who helped me out with my last problem, but as one door closes another one opens, so here I am with yet another animation problem.

When my player is running back and forth, the animation works fine, as normal like it should. I have it set up so that if the space bar is pressed, the animation will change to a shooting animation (this is while the player is moving left or right, there's a separate animation for standing which works just fine) If the player is running and the space bar is held down, though, the animation switches for a split second to the player running backwards before executing the proper running-shooting animation.

Maybe it's because I've got WAY too many rules in my player actor at this point, but there's just a couple more animations and I'm home free from this section and can actually go on to designing the levels and menus.

What can I do to fix this problem.

PS. When I finish all the animations, I'll publish a (pre?) Alpha so you guys can test the player mechanics if you want.

Comments

  • StusAppsStusApps Member, PRO Posts: 1,352
    is the actual standard graphic for the actor the running backward animation frame?
  • OkyshoOkysho Member Posts: 158
    No it isn't, but there is a "pose state" rule where if the linear velocity is 0 and "face left" attribute is false, to restore an image of the player standing facing left. There's also one for the opposite (facing right, "face left" is false)

    however I've already tinkered with both of these and have a condition in which the space bar must not be pressed in order for these states to occur. (which works, because I encountered a "stand and shoot" problem where the player would rapidly change from shooting image to standing-and-shoot image,but this is fixed)
  • OkyshoOkysho Member Posts: 158
    shameless bump. Please help!!
  • OkyshoOkysho Member Posts: 158
    more shameless bumping please!!!
  • OkyshoOkysho Member Posts: 158
    Seriously I'm completely stumped on this!
  • OkyshoOkysho Member Posts: 158
    I guess that makes this whole thread a lost cause...
  • AjBlueAjBlue Member Posts: 215
    try giving your running forward and backward animations, boolean attribute that say if the space bar is down, change to true , otherwise change to false. then in the running animation make it say if boolean = false and move button is down, execute animation.

    dont know if this will work but i figure you could take anything you can get that might possibly fix this
  • OkyshoOkysho Member Posts: 158
    Thanks for the tip, yeah I'm grasping at straws as you can see.

    So far you idea isn't quite working, but that's probably because I forgot to constrain the "false" case in a couple places (there's a lot of player interactions...)

    Thanks so much for your help
  • OkyshoOkysho Member Posts: 158
    After messing around with it some more.. this just ended up making the problem worse... Thanks for your input, but I guess for now I'll have to live with the error
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    Really hard to tell without seeing your rules. IF you could post a picture that would be great
  • cbtcbt Member Posts: 644
    Hi there again. Try this;

    (I know adding more rules is bad for performance, but, this way we find out the source of the problem.)

    *Add a boolean "Right"
    *Add a boolean "Left"

    Add a rule;

    -When self.velocity.X > 0;
    *Change att. "self.Right" to true
    *Change att. "self.Left" to false

    Add a second rule;

    -When self.velocity.X < 0;
    *Change att. "self.Right" to false
    *Change att. "self.Left" to true

    And a third one;

    -When self.velocity.X = 0;
    *Change att. "self.Right" to false
    *Change att. "self.Left" to false

    --

    Now on your right going animation rule which contains;

    *pressed space

    Add this condition too;

    "self.Right" is true

    --

    Do the same thing for left also. And be sure on the rule window, "ALL" is selected, not "ANY".

    And for you standing animation rule add this;

    "self.Left" is false
    "self.Left" is false

    If this doesn't work too, just post a pic. with the rules :P
  • OkyshoOkysho Member Posts: 158
    sorry cbt, I posted after reading your post. That's pretty much what I've got for the most part, I have variables for just about every direction excluding "face right"

    maybe it was a mistake to take on a project this big... there's just so many rules in this actor...
  • cbtcbt Member Posts: 644
    Can you add an "after 0.05 seconds" timer for the animation in the "Left Walk Animate" rule in the "Move Left" rule group..

    And the exact same thing for the "right walk animate". And do not check "run to complication".
  • OkyshoOkysho Member Posts: 158
    cbt said:
    Can you add an "after 0.05 seconds" timer for the animation in the "Left Walk Animate" rule in the "Move Left" rule group..

    And the exact same thing for the "right walk animate". And do not check "run to complication".

    Afraid of needing to wait 20-30 minutes for the actor to re-load after testing, what exactly will this do? (again, I don't use my dummy file for animations really)
  • cbtcbt Member Posts: 644
    Wow.. If that is taking this much, I'm afraid your bug is un-fixable :D Give up! :P

    Kidding.. I couldn't see any rule to turn "self.shooting" to false, but, I'm guessing when you turn it to false or change your velocity, the animation rules become "true" for a split second.

    But, I'm not really in thinking mood right now. Had a tough day. Will give it a look in the morning again..

    :D
  • OkyshoOkysho Member Posts: 158
    in advance, thanks a lot cbt, you've been a really big help. Even if I make this game free, I'll send you a free copy!

    Sorry you had a tough day.
  • cbtcbt Member Posts: 644
    Thanks. I will be happier if I could do some "real" help to solve this :)
    By the way, don't forget to add ["face.right" is false] to the "Shooting Left" animation rule. And same for the right one. Just in case.. :)
  • AjBlueAjBlue Member Posts: 215
    you could try splitting up the animations, one leg animation for running, and then one for shooting. by doing this you only need 2 run animations left and right, 2 shoot animations left and right and 2 run without shoot animations + stand poses. it would be a lot easier to not have to worry about the running animation having a hiccup when it goes to the shoot + run animation.

    oh and i wouldn't be mad if i was slipped a code either, just saying. i think darren might have a template with a walking dude that shoots a projectile, i don't know how he pulls it off.
  • OkyshoOkysho Member Posts: 158
    AjBlue said:
    you could try splitting up the animations, one leg animation for running, and then one for shooting. by doing this you only need 2 run animations left and right, 2 shoot animations left and right and 2 run without shoot animations + stand poses. it would be a lot easier to not have to worry about the running animation having a hiccup when it goes to the shoot + run animation.

    oh and i wouldn't be mad if i was slipped a code either, just saying. i think darren might have a template with a walking dude that shoots a projectile, i don't know how he pulls it off.

    Darren is a mad genius, much like anyone else who can pull off anything as good looking as Utopian Games' work. Really I find it something to aspire to. I don't have the means to purchase any templates yet myself anyways

    I'm trying to find a way to do this without re-writing too much. If I split my animations, I'd have to split the actor in half, which doesn't sit well with me
  • OkyshoOkysho Member Posts: 158
    Good morning everyone! I wanted to give you guys an update on the situation. Oddly enough, nothing has really seemed to change. adding the timers to the main walk function just messed up the animations for the walking function and didn't help, sorry cbt.

    It's not that big of a deal to me anymore this time around, like my first animation problem, I can live with a split second of turning around (the animation not the velocity) before heading in the right direction.

    All the main logistics and mechanics work besides these small animation errors.
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