I've been using a simple 2 frame animation (Player1) for a character's waking cycle that works like this:
Global number RunFrame = 0
System > Every 0.1 seconds > System > Set RunFrame to 1-RunFrame
System > Every tick > Player1 > set animation frame to RunFrame
However, I now want to replace that character with another that has it's walk cycle over 6 frames (0, 1, 2, 3, 4, 5). There are also additional frames (6, 7) within the character sprite (for jumping, falling etc) so I can't do a simple looped animation.
Can I amend my existing events, or do I have to rewrite it completely? If so, how would I go about this?
Thanks all :)
Hi you can add animations
and then in the events when you jump you can change animations
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Could you explain that?
I already have the animation (0, 1, 2, 3, 4, 5) I need to know how to cycle through those frames without going on to frames 6, 7 etc.
You have animations which are composed of animation frames.
In the animation panel, duplicate your animation (by default named Animation 1) and remove the animation frames you do not need.
When you need those frames to be part of the animation, change the name of the animation played in your event sheet to the name of the animation that contains those frames (Sprite.Set Animation).
You can use the built-in animation feature to not have to handle it through events.