A way to constrain animation?

bluebyu25bluebyu25 Member Posts: 500
edited November -1 in Working with GS (Mac)
I have a bit of an issue. When my player "dies" I have a death anitmation. Only problem is, if the player happens to "die" when he is in the middle of another animation, say jump or attack, I get this really unpolished jitter of animations that eventually ends in the the death one.

My rules are sound, and triggering the death animation is a "game over" boolean. Anybody encountered this or know of a fix? Because even though my jump/attack are bound by "if game over is false" rules within them, if they are in the middle of happening it just gets all jumbled.

Comments

  • old_kipperold_kipper Member Posts: 1,420
    I would drop each animation in a rule and have them dependant on a self integer attribute, then switch them for each behaviour. This way you can drop out of any individual set and run another with no problems. Also check that you have not got the restore background image unchecked in each animation behaviour.

    hope that helps.

    kipper
  • bluebyu25bluebyu25 Member Posts: 500
    old_kipper said:
    I would drop each animation in a rule and have them dependant on a self integer attribute, then switch them for each behaviour. This way you can drop out of any individual set and run another with no problems. Also check that you have not got the restore background image unchecked in each animation behaviour.

    hope that helps.

    kipper

    Ya they are all dependent on self attributes. I will keep tweaking and see if I can get some better results
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