Interpolate as a timer for "Change Image" and "Animation" problem

DrGlickertDrGlickert Member Posts: 1,135
edited November -1 in Working with GS (Mac)
I have two actors;

One is a block, the other is a gold bar.

The block has a Rule that when self.changeimage is 1 then Change Image to image1.png and Interpolate self.changeimage to 2 OTHERWISE when self.changeimage is 2 then Change Image to image2.png and Interpolate self.changeimage to 1.

This works great! The image goes back and forth between image1 and image2 and it adds a cool effect in the game.

In my gold bar actor I have 14 images that when animated it gives the appearance of the gold bar being shinny.

I literally have the EXACT setup for the gold bar, but instead of the Change Image, I have an Animate behavior. The gold bar only "shines" once. Why is this not working for me?

(I can get this to work with timers, but I don't want to use timers (my game is processor heavy and really need to save on timers))

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    For your Animate, a timer set to Every...until suchandsuch is false perhaps... is your only option, sorry to say. Hopefully adding a couple of timers to your scenes won't burden the processing too badly. :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • DrGlickertDrGlickert Member Posts: 1,135
    I have a lot of craziness in my game. Flying actors, lots of spawn and destroys, I've eliminated almost all of the constrain attributes and most of the timers. I just don't want to keep adding them and want to work around them as much as possible.

    Thanks Gyro!
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