Problems Triggering Different Animations for Platformer Style Game

grierdillgrierdill Member Posts: 16
edited August 2012 in Working with GS (Mac)
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?)

Comments

  • decaoeudecaoeu PRO Posts: 61
    I not sure, if i understand the question, but i have done something like that:
    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.
  • grierdillgrierdill Member Posts: 16
    Yah, that's kind of what I was thinking. So instead of say "when RIGHT is pressed, move right" say, "when RIGHT is pressed, attribute Run Right is true, and when Run Right is true, move right".

    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.
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