moving and animating

Started by deltree, Fri 07/11/2003 09:58:34

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deltree

hi,
I've got a problem with an animation I'm doing on AGS:

I've got a character that can walk, and also do some special animations like flying, falling from a cliff, and doing a lot of animation that are not just walking.
The problem is that the character needs to move while this animation run (for example, when the character falls from a cliff, he moves, but there is just one animation frame.

I can do it by creating a new view for the character's falling, but it would be a waste of place, since I've many characters and they have a lot of special animation.

I wonder if it is possible to "lock" the character sprite in only one frame and make him move?

also I've a question:
is it possible to "flip" an animation in the code? not just playing it backward, you see, flipping the frames from left to right?

------------------------
it's ok, now I've found a solution to move the character in a specific direction, without using the normal animation loop.

now, all I need to do is making a function with it, since I'll be using it many times.

now, here's the problem:

I create my function "movecharacterspecial(........)".
I put the core of the function inside "main script"
I call it in the room script
It doesn't recognize the function (unknow token "movecharacterspecial")

what is the problem?

Gilbert

Hmmm maybe hide the character and use an object/overlay for that one frame falling of the character instead?
CJ once mentioned there's an undocumented variable to hide a character: character[BLAH].on (0 to hide , nonzero to display char I think)
that may work (but not tested).

For second question, see AnimateObjectEx() and AnimateCharacterExfunction() from the manual.

deltree

ok, I've though about it, but due to the engine limitation, I can't use a lot of object.
How many object can be used at a time? I guess not that much, And I've a lot of characters in my scene.

for the second question, animateobjectex doesn't match:
it can play the animation backward (from frame 5 to 1 instead of 1 to 5 for example) but it cant play it FLIPPED!

deltree

again, It would be cool to have a function like this:

animateframe(CHARACTER,view,loop,frame);

A function where you could just pick ONE frame.

And another function that could "lock" the character in that frame, or in one loop only and allow him to move with that frame / or loop displayed only.(another function could unlock the view and return to the player normal view.

Because we are very limited in the number of loop per view.

deltree

the limit number of object is 10 per room.

in my game (witch is NOT a game but a movie) I've a lot of animating running, and the whole stuff is in one room only.
so, I can't use objet to replace characters animations!

Timosity

#5
In the latest beta version you can have 20 objects in a room, and the last few versions it's been 15, but I found out you can only move the 1st 10 objects, the rest it's only possible to animate or leave static (which isn't documented)

having the flipped animation in script would be handy although you can just have another loop the same and flip the sprites in it.

also just a bit of advice, you can edit your posts.

SSH

Quote from: Tìmosíty on Fri 07/11/2003 11:53:29
In the latest beta version you can have 20 objects in a room, and the last few versions it's been 15, but I found out you can only move the 1st 10 objects, the rest it's only possible to animate or leave static (which isn't documented)

Pumaman, is this a bug or a "feature"?
12

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