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Animation Problem

hman360hman360 Posts: 590Member
I am animating a knight running and so while I am doing this, I have the sword going back and fourth. This makes the image wider and narrower and when I put it into gamesalad, since the size is fixed then image gets really thin and then really fat. What do you think is the best way to deal with this problem. Should I make the sword and arm in a separate animation on top of the actor?


  • JohnPapiomitisJohnPapiomitis Posts: 6,256Member
    Hey there,

    the reason its doing that is because the images in the animations are different sizes. The easiest way to fix is find the biggest frame in the animation , say its 50x50. Put all your other images on a 50x50 canvas and make sure it lines up with the other frames, then you wont get that weird resizing at all. Then if that causes collisions problems you can use timers or hit boxes or make it 2 different actors like you said. You can also change the size of the actor to the size of each animation frame, but that would be annoying

  • hman360hman360 Posts: 590Member
    Thanks for the answer!

    You've answered a lot of my questions lately and you're answers have really helped. I appreciate that.
  • JohnPapiomitisJohnPapiomitis Posts: 6,256Member
    Glad i could help
  • mattyr64mattyr64 Posts: 82Member
    I'm working on a game also featuring a knight! On an early build I had the arms as separate objects. They were just constrained to the position of the body with an offset. What is quite cool about doing it that way is that the hitbox is just for the main body, and also you can move the arms about independently. So when I press a button the knight lifts up his shield, and for attacking the sword arm is moved and rotated.

    < a little vid. you can see the arm movements towards the end.
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