how to do a walking cycle?

missmmissm Member Posts: 41
edited November -1 in Working with GS (Mac)
Hi
how to I make a walking cycle loop?
Ok I placed the first actor image, applied a rule when the right key is pressed, then I added Aniamte.
Ok, so how do i add the sprite PNG images in the animate?

I was trying to access teh plataformer , but this is the only tutorial that won't let me in...

Comments

  • synthesissynthesis Member Posts: 1,693
    just insert the animation behavior into your actor setups and drag and drop images into the animation setup. Organize them as how you want them to play and adjust the settings (frame rates, looping, etc.)

    Your images should be in the image tab of your software (bottom left corner). If no images are there...drag and drop your images into that bin from your Finder.

    TIPS:
    Just make sure you images are all the same size and as small as possible (file size) to make it play smoothly. Also use the lowest frame rate possible without loosing quality of the animation feel...higher frame rates will require more demand on the processor. Its a balancing act when fine-tuning frame rates.
  • missmmissm Member Posts: 41
    oh thanks finally got it at least run in place ...
  • synthesissynthesis Member Posts: 1,693
    Use rule switching in conjunction with game attributes to change animations.

    Rule:
    If myGameAttributeSwitch = 1
    animation1 should play

    otherwise:
    If myGameAttributeSwitch = 2
    animation2 should play

    otherwise:
    If myGameAttributeSwitch = 3
    animation3 should play

    and so on...

    This will allow you to have different animation for the different things you do with your actor.
  • missmmissm Member Posts: 41
    oh thanks

    One weird thing is happening...I put a keyboard rule when use the left key it animates, so the caracter runs...
    then I changed to right key instead....and then it doesn't work...
  • synthesissynthesis Member Posts: 1,693
    no keyboards in iPod games
    Try touches or accelerometer controls.

    Welcome to game development...nothing works on the first try...or the second try and usually not on the third try either. Keep trying though. If you just can't get it to work...start over from the beginning...it usually works then.
  • missmmissm Member Posts: 41
    Thanks synthesis....
    that's right ahahah no keyboards on ipods...but to upload to game salad, I could use a keyboard right?
    if I use touches...I'm thinking...I can still visualize on my mac right?
    in any case, I have to study a lot before I can understand this ...I just wish there were more tutorials...to illustrate the difficult parts....
  • synthesissynthesis Member Posts: 1,693
    The keyboard is generally used on the web as a substitution for the accelerometer.
    Touches are simulated by mouse presses.

    There is lots of info already out there...but this software is only 3 months old and still in Beta...more toots will come...but for now...the forum board has tons of info in it.

    You can also download lots of sample games and see how they did stuff in them.
  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    Also, here's the animation logic FireMapleGames helped me out with.
    http://gamesalad.com/game/play/37013
    You can download it and analyze it if needed by right clicking the blue "Download Project" button. Once downloaded change the .game extension to .zip and unzip it. You can then open the project up in the GameSalad editor.
    For the actual iPhone game, I started out using the accelerometer but decided to go with "invisible" buttons using touch controls. In other words, I have three large squares, each 150 pixels square sitting at the bottom of the screen, one for fly left, another for fly up and the third for fly right.
    I created a Boolean Attribute in Game/Attributes for each and so far they've worked flawlessly. Of course I have them set in their own non scrolling layer under Scene/Layers so they follow the camera.
    Good luck with it and you'll find all your answers if you stick with it ;)
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