Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: ian80 on Sun 25/01/2004 02:11:32

Title: Animating an NPC, getting weird teacup frame.
Post by: ian80 on Sun 25/01/2004 02:11:32
Here's the script:

if (IsTimerExpired(1)==1) {
PlaySound(2);
SetGlobalInt(2,4);     
Wait(20);
DisplayMessage(20);
Wait(40);
MoveCharacterBlocking (EGO,190,150,0);
DisplayMessage(23);
character[ZSA].room = 1;
character[ZSA].x = 215;
character[ZSA].y = 125;
character[MID].room = 1;
character[MID].x = 215;
character[MID].y = 126;
MoveCharacterBlocking(ZSA,303,147,0);
DisplayMessage(26);
MoveCharacterBlocking(MID,295,142,0);
DisplayMessage(27);
}

When the two characters move, I seem to be getting a quick extra little frame of the teacup and can't figure out why. It isn't in the animation, but it is showing up for some reason. Does this happen to anyone else? Is there a way to fix this?
Title: Re:Animating an NPC, getting weird teacup frame.
Post by: Ishmael on Sun 25/01/2004 13:06:37
Err... you sure you don't have an empty frame in your character's walking views? Because the blue cup is sprite 0, it is usually inserted in new frames and used when the actual sprite is not available.. (unless the game crashes)
Title: Re:Animating an NPC, getting weird teacup frame.
Post by: Pumaman on Sun 25/01/2004 13:10:15
Also, make sure the NPC's walking view has at least 4 loops, and that each loop has at least 2 frames in it.