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Animation Dilema

crimsonoraclecrimsonoracle Posts: 3Member
I'm just started with Game Salad. I created an actor then added a rule to animate. When All conditions are valid: (Actor receives event) (key) (a: Keyboard) is down.
Animate Behavior added with ten pictures equally sized as the actor.
What gives?
I've tried Any under "when..." I've tried variable animation speeds. I've unchecked the "restore actor option."


  • tenrdrmertenrdrmer Posts: 9,934Member, Sous Chef, Senior Sous-Chef
    Are you 100% sure you are not working in the prototype after you have unlocked the actor on the scene.

    Try just placing the animate behavior freely in the actor and it should just run when you hit the green preview

    It's not my fault I never learned to take responsibility for anything. ;)

  • old_kipperold_kipper Posts: 1,420Member
    My usual set up for animation behaviours is to set up an integer self attribute by the name of 'self state' and have rules that say 'when self state = then play animation (or change image)' and set speeds up within the rule, and now with image flipping add booleans for flipping the graphics. This allows me switch the self state dependant whatever conditions I like and seems to cover all cases I need, and if I have to add another animation I just add another numbered rule that is addressed by the self state climbing just another number.

    I am not sure how other people do it but the above works for me....

    good luck kipper
This discussion has been closed.