Enable/disable animation frames

Started by Dr. Scary, Tue 30/05/2006 18:25:09

Previous topic - Next topic

Dr. Scary

Would it be possible to add a flag to enable and disable single frames of a loop?

Right now I am generating sprites into a temporary view from two source views. As of now the function requires that the source and target views all have the same amount of frames.
The ability to enable and disable single frames would make it easy to allow animation of different lengths.
A possible workaround would be to allow to set the frame speed, I noticed this was aready on the tracker, but the enable/disable option would be preferrable.

Pumaman

Would anyone else use a feature like this?

Dave Gilbert

This would actually help me out a LOT.  I could definitely use it.

fovmester

Me too! That would be awfully useful!  ;D

alkis21

I remember a couple of occasions where I could have used this in my previous game, so another vote for this feature from me.

Dr. Scary

I would also like to add that this could be used to do start and end animations as long as you can change the status of frames while they are animating.

Pumaman

So what you guys are asking for is basically the ability to mark a frame as "disabled", and then if you run an animation it will just skip over that frame?

Dr. Scary

Yes, and also the ability to enable and disable it from the script.
How does it sound to you? Would it be terribly complicated?

trins

#8
Update: increased player animation speed and its smooth now.

I also would need that suggestion incase i cant find a way around my problem which I'll explain now if it gives a reson to add said suggestion ;
I have a keyboard key walk player somewhere. So player walks there and then, since i'm pressing the key, play walks to another somewhere. It wasnt smooth walking. In between walks he shows frame 0 for stand.


SMF spam blocked by CleanTalk