Animating an NPC, getting weird teacup frame.

Started by ian80, Sun 25/01/2004 02:11:32

Previous topic - Next topic

ian80

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?

Ishmael

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)
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Pumaman

Also, make sure the NPC's walking view has at least 4 loops, and that each loop has at least 2 frames in it.

SMF spam blocked by CleanTalk