Constructing A Moving, Multi-Image Object

BlueTronicBlueTronic Member Posts: 6
edited August 2013 in Working with GS (Mac)
I want the player in my game to have multiple images and animations. As far as I can tell, actors are single-framed, so I have to use multiple actors. But I need them all to move as one. Is there any way to do this? Like maybe grouping the actors?
EDIT: I need multiple animations/image changes to be happening at once (whilst the player is moving). I watched the tutorials, so I know the basics

Comments

  • blue_elephantblue_elephant Member Posts: 505
    edited August 2013
    There is an animation behavior and a change image behavior that can do this.

    ★ My Apps | Gamesalad Tutorials : Youtube Channel , Website. ★

  • BlueTronicBlueTronic Member Posts: 6
    edited August 2013
    I watched the tutorials. I know the basics
    I need multiple images or animations playing at the same time. I want the actor to have his left arm, right arm and legs playing a constant running animation, while at any time the player may prompt him to grab something, which would require disrupting one arm animation while still keeping the leg and opposite arm animations going. And he also must be able to have an X motion
  • SocksSocks London, UK.Member Posts: 12,822
    If you are just after X motion then have a game level attribute constrained to the main body of your actor - and all the secondary elements constrained to this game level attribute.

    Here's a more involved grouping of object where I've taken into account stuff like rotation: (file attached).

  • ericzingelerericzingeler Member Posts: 334
    Sounds like you're looking for a joints function. At this time, there is no official joints method. Although, that doesn't mean it's not possible. I've played around with the idea of making joints a few times and it's not easy... better brush up on your trigonometry skills. ;)
  • VolontaArtsVolontaArts Member Posts: 510
    lol @socks fun idea. i watched it for a while watching it get tossed around lol. nice
  • BlueTronicBlueTronic Member Posts: 6
    edited August 2013
    If you are just after X motion then have a game level attribute constrained to the main body of your actor - and all the secondary elements constrained to this game level attribute.

    Here's a more involved grouping of object where I've taken into account stuff like rotation: (file attached).
    Thanks!
    Well I'm also going to have Y movement for a jumping move. But I will not need any rotation and I will never need different parts to have motion relative to the main body.

    I set up an attribute linked to the position of the body, then linked a constrain attribute behavior to the position of the part. It only constrains it once. I can't see how you got it to constantly update in that file

    I noticed your rotation uses some sin/cosin code. That wasn't supposed to have any application in real life... can you tell me what exactly it's good for? They wouldn't tell me in school
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