My jump animation won't use more than 3 frames

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  • I'm creating a platform game, which has a main player that is supposed to jump, walk, crouch etc.

    I've exported the animations as png sequences, and placed them in the animation frame area.

    All the animations are working perfectly except for the jump.

    The jump is split into 3 - the actual jump - going up in the air,

    the fall- when the player is mid air, and the land - when the player lands on the floor.

    the fall and the land work well, but for the jump I've made an animation that has 13 frames in it, but instead of using all these frames for the jumping in the air animation, the player jumps onlu using the first 3 frames out of the 13, making the animation look pretty bad.

    Any idea why the jump won't use all my frames?

  • Is it kicking into your fall animation before it finishes?

  • The jump animation is the first 3 frames, and then once the 3 frames are over, it skips to the fall and then the landing.

  • Because as soon as you hit the apex of your jump you are then falling. So if you are getting to the fall portion of your jump it is going to end the animation since you have it coded to change animations on fall.

    The only part of jump that counts as the jump is the upward portion. Once you are going downward it counts as fall.

    You may need to either increase the speed (frames per second) of your jump animation, or increase your jump height if you want the animation to fit into it.

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  • If you're using a "if player is falling > play fall animation" event, try switching it to "on jump animation finished > play fall animation".

  • Ok, so your frames for jumping and falling are all in the same animation? You might try working it with a jumping animation and a falling animation. Using suggestions from others above.

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