To finish a project I need one more profection on the animations! Advice thanked

Started by Indosity, Thu 24/09/2009 06:22:44

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Indosity

Indosity here again. My situation is this, I have a light animation and I need it to flicker. Everything works, (it flickers and does what I want), but it takes too long for it to run the animation. >:(

EG: You wait 15 seconds, then the animation will run, then another 15 for it to do it again. :(

I need advise on how to keep the speed flewen and consistant. I don't want it to pause. -Indosity-

RickJ

How are you currently doing the animation? Are yoou playing an ogv or something or doing an Object.Animate()?

Indosity

First, I made a couple of slides on paint shop deluxe and arranged them in a view. Then I created a character that had the same view. Then all I did was give a position for the character (flickering light) and that was it. The animation works, by not very rapidly. -Indosity-

RickJ

You can check your game speed and the character's animation speed.  There is a debug() function that allows you to display the actual game speed ion frames per second (FPS).  Are youusing Character.Animate()?  You can also post the code you use to annimate the light character.

Indosity

Ok Rick J, I got a code on the internet that said something about making a character called cAnimintial, have him run the scene and have him play on the level of the cutscene. I tried this and it did not work. I want a room where the cutscene plays as an intro, then after the gameplay starts.

-Sorry I couldn't get the actual code but I deleted it-

RickJ

Quote
I got a code on the internet that said something about making a character called cAnimintial, have him run the scene and have him play on the level of the cutscene. I tried this and it did not work. ... Sorry I couldn't get the actual code but I deleted it-
All I can do is guess that either you made an error in copying that code or that it's author make an error when he posted it.  ;)

Quote
I want a room where the cutscene plays as an intro, then after the gameplay starts.
Seems like you had something working at one point but it was going too slow.   I gave you some ideas of how to investigate why this was happening and the kinds of information to collect so that someone on the fourm would be able to help.  I have a suspicion that you were starting the character to animate in the repeatedly execute event handler probably along with a wait(15) or some other incorrect coding scenario.  But of course I have no way of knowing idf this is so or not and can only guess.  Sorry but that's the best I can do with the information provided.

Quote from: AGS MAnual
// Start animation like this
cEgo.LockView(5);
cEgo.Animate(3, 1, 1, eNoBlock);

// Stop animation  like this
cEgo.Animate(3, 1, 0, eBlock);  // or cEgo.StopMoving()
cEgo.UnlockView();

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