Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: on Sat 27/09/2003 01:52:52

Title: Long idle animation: too much frames?
Post by: on Sat 27/09/2003 01:52:52
Hi,

First, sorry for my bad english  :-[

Here's my problem:

I'd like to set idle views for my character.  The problem is my loop has a lot of frames.
I made a gif to show you:

(http://users.skynet.be/videos/gum.gif)

I had not enough space in the "down" loop.  I saw i could use the "run the next loop after this to make a long animation" to have enough blank frames for my animation, but when i do that the extra frames are placed in the "left" (my character facing west) loop, so i can't use 'em for my left idle loop.

Considering the fact that i want a specific loop for each direction, it can't work that way.

So, do i have to reduce the number of frames for my idle animation so i can match the amount of frames allowed for each direction in the "views" section?  It seems like it's the only way to do it?

Or is there another method?

Thanks for your answers  ;)
Title: Re:Long idle animation: too much frames?
Post by: Ishmael on Sat 27/09/2003 13:25:11
I can't see other way... You probably need to reduce the number of frames...
Title: Re:Long idle animation: too much frames?
Post by: on Sat 27/09/2003 16:10:35
Too bad  :'(

Is it possible to "link" two views together ?  or to tell the IDLE option to play one view after another?

I know it isn't possible by using the interface, but by scripting it?  ???
Title: Re:Long idle animation: too much frames?
Post by: on Sat 27/09/2003 16:14:33
...it would be easier because there are "internal loops" IN my idle loop.  (the moment when the character chew the gum, and the moment where he clean his face).  

Maybe i should divide my idle loops into different views (some of them loop 2 or 4 times) and find a way to link each other?

Maybe this is too technical for the begginer forum  ;D
Title: Re:Long idle animation: too much frames?
Post by: on Tue 30/09/2003 14:42:53
Up...   just in case  :-[
Title: Re:Long idle animation: too much frames?
Post by: Ishmael on Tue 30/09/2003 15:03:47
You could make a function which runs the whole animation, which would be split into several loops of a view, but running that function in right timing might cause trouble.

Chris? Anything you got to say? ;D
Title: Re:Long idle animation: too much frames?
Post by: Scummbuddy on Tue 30/09/2003 21:31:43
you could have a repeadelty check to see what direction that he is standing towards and then continuously set the idle animation to correspond with what directoin he is standing towards.
Title: Re:Long idle animation: too much frames?
Post by: Ishmael on Wed 01/10/2003 08:02:54
Clearifying: How exactly could you check if the player hasn't run any interactions during the give time, say half a minute?
Title: Re:Long idle animation: too much frames?
Post by: Proskrito on Wed 01/10/2003 18:49:59
Quote from: TK on Wed 01/10/2003 08:02:54
Clearifying: How exactly could you check if the player hasn't run any interactions during the give time, say half a minute?
Maybe having a timer (or counter) restart every time the player clicks a mouse button, and then checking in the repeatedly execute if the number reaches the given amount of time (say 30minutes*40)? just guessing...   ::)
Title: Re:Long idle animation: too much frames?
Post by: Ishmael on Thu 02/10/2003 10:17:01
Yeah, that could do it... Hmm....
Title: Re:Long idle animation: too much frames?
Post by: on Thu 02/10/2003 19:47:23
Huh  ???

I think i'll change my idle loop with a lower frame-numbered one and use my gum animation for something else  ;D
Title: Re:Long idle animation: too much frames?
Post by: Scummbuddy on Thu 02/10/2003 23:40:53
why dont you just have him always just use his side view for the idle veiw, so just have it set up for one for left, and one for right.  

Like in Dott, Bernard always turned to the side to blow his bubble gum. you never saw that from the front, or from the back.
Title: Re:Long idle animation: too much frames?
Post by: on Fri 03/10/2003 15:58:43
Of course, but the left & right loops also have a limit of 20 frames  8)

When i said i was using the down loop, it was juste an example.

That's not so serious anyway :>  I'll juste make a "cheaper" idle view, and use my gum animation elsewhere in the game.

(by the way, i just realized that my animation was nearly a rip-off  from DOTT  !!!    :-[ )