Problems Triggering Different Animations for Platformer Style Game
So I put together a prototype using boxes and created all the functions I want to use in my platformer game, walk, jump, double jump, wall jump, shoot, glide etc. This all works great so I started attaching some animations to the "Player" actor using a new "Animation" actor constrained to the "Player". I can get one or two animations triggering properly by unlocking the "Animation" actor and referencing attributes from the "Player", but as soon as I start to put three or four different animations on, it gets buggy. Frames start flickering, and freezing for a moment, the "idle" animation doesn't activate properly etc.
Are there any tips for swapping between a lot of animations in a character? Any ideas on how to get the order of rules right, or clean up glitchy frames?
I searched the forums but can't find much advice regarding more advanced animation tips.
(PS, also when I constrain the "Animation" actor to the "Player" actor it lags a little, which is especially noticeable on long falls where the actor begins to speed up. Any better ways to constrain the movement more precisely?)
Are there any tips for swapping between a lot of animations in a character? Any ideas on how to get the order of rules right, or clean up glitchy frames?
I searched the forums but can't find much advice regarding more advanced animation tips.
(PS, also when I constrain the "Animation" actor to the "Player" actor it lags a little, which is especially noticeable on long falls where the actor begins to speed up. Any better ways to constrain the movement more precisely?)
Comments
I have all the animations inside the main actor, and what i do is, i create different rules like, game.right is true + game.left is false, do that animation, by creating this rules you can make the character choose the right animation.
That way I could use those same attributes to trigger animations. The key is to have no two attributes able to be active a the same time...
I was almost able to fix the glitches by taking off "Restore Character Image" after all animations, and then triggering the Idle anim seperately.