Advice on Animations please

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3 pixel charaters with over 8 animations each + animations with a gun
  • Hello and happy new year.

    My main player will have about 8 or 9 animations, like idle, run, shoot, jump, roll, etc.

    From my experience, using events alone can sometimes cause problems. Should I use states or variables for each animation?

    You see, the player will be performing these animations frequently, so every thing needs to be smooth. Any direction will help me decide the best way and I should be able to put it all together.

    Many thanks

  • From my experience, using events alone can sometimes cause problems. Should I use states or variables for each animation?

    id go with statements or variables/booleans or in C2 way when something happens, switch a variable to some value different than 0 then if that variable is not 0 play surtain animation. it works very smooth everytime and you don't have to worry about interconnecting to many commands and animation with each other as would make it very confusing later in development where you will have 1000 lines of code or 10,000 and you won't be able to find that animation trigger anymore.

    definitely some type of separated trigger/state is the way.

    Happy new year! its 2019 :O soon 2020 flying cars ^_^ atleast that's what 1960 people thought :)))

  • Hi Buddy,

    Happy new year! Well you never know, Elon musk is making progress. Although a flying hoverBoard would do me!

    Thanks for the advice, I had a feeling I would run into this problem again. Shooting wont work, unless i disable the top three, I have tried for about an hour to get it to work, but I think this is a knowledge gap. Any ideas?

    Thanks for the help!

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  • id go with statements or variables/booleans or in C2 way when something happens, switch a variable to some value different than 0 then if that variable is not 0 play surtain animation.

    Hi Buddy,

    Ok, I have worked it out. Not sure if its the best way to do this, but it seems to work well..

    Any thoughts?

    ta

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