**HELP WITH ANIMATING/CHANGING IMAGE**
CreativeJuicesEntertainment
Member Posts: 85
I want to know if this is possible. So in 1 single actor, I want to be able to change the image (in an overhead view gameplay style) to make the character look in every direction. Let's say i press the left key, I need the actor to change direction (change the image), and if I make the actor that just changed direction (let's say he's looking now left when he was looking right) animate, then when the animation is done, it needs to stay facing left, instead of restoring the image to where it was (let's say it was facing right). So ultimately within 1 actor I want to be able to change the actor to face another direction, have the ability to animate the actor/new image facing a new direction, and when the animation is done or is mid-way through, the actor needs to stay facing the direction when the animation is queued. If this is not possible just let me know. Anything helps, Thanks.
Comments
In this case, you would add images that begin with the right facing actor and end with the left facing actor.
The tricky part is knowing when the animation is complete. But you can figure this out with some simple math based on the Speed (frames per second) and the number of frames. Once you know the duration in seconds, you can use an After timer to do something else.
I'm doing this from memory, so if anything's not clear, let me know.
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Lump Apps and My Assets
The animate frame rates are very inaccurate, here's a guide to their claimed frame rate and actual frame rate.
30 fps = 23.5 fps
29 fps = 20.1 fps
28 fps = 20.1 fps
27 fps = 20.1 fps
26 fps = 20.1 fps
25 fps = 20.1 fps
24 fps = 20.1 fps
23 fps = 20.1 fps
22 fps = 20.1 fps
21 fps = 20.1 fps
20 fps = 16.5 fps
19 fps = 15.1 fps
18 fps = 15.1 fps
17 fps = 15.1 fps
16 fps = 15.1 fps
15 fps = 12.9 fps
14 fps = 12.1 fps
13 fps = 12.1 fps
12 fps = 10.9 fps
11 fps = 10.1 fps
10 fps = 9.1 fps
9 fps = 8.6 fps
8 fps = 7.6 fps
7 fps = 6.7 fps
6 fps = 5.7 fps
5 fps = 4.8 fps
4 fps = 4 fps
3 fps = 3 fps
2 fps = 2 fps
1 fps = 1 fps
@Socks
Thanks for keeping us in check.
Well what about manually creating an animate behavior by changing the image and then using a timer (or timestamp) to change to the next image, etc.?
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User