How To Make Gun Animations In Gms2
Hello Ashley and folks from Scirra xD
I would like to know if is possible to have a very small improver to the animation editor?
It's almost to prepare looping for some sprites instead of the whole blitheness, for example. I imagined something similar a small bank check box, where you lot tin fix what sprite will exist looping and what volition run once.
This is used on IGM and EGM and by Flash games (Castle Crashers did information technology, awesome ^^).
This feature improve the game past cutting of unnecessary repeated animations with little differences, and give you a huge paw when working with animations similar jump, for example, where yous demand transition betwixt the player being jumping and jumping in fact, the same for falling.
So, on IGM, for example, you can setup a elementary animation with all the frames necessary for your player existence spring, jump in fact and land. Yous can uncheck the being jump sprites and the landing sprites and them your player will evidence them simply one time, and will loop but the jumping in fact blitheness, when the software run the jumping animation, it will striking the existence spring sprites and play them once, when you set to finish the animation, information technology will play the lasts unchecked frames once.
Another situations. Bending and crawling, it's a common pose for Mario type of game. Shooting arrows, you can setup the "arm the bow" once, and put the bow back once too.
Possibly for the future, but beginners on the engine will feel meliorate with this feature instead of doing ten events to handle numerous situations where a transitional animation can trigger with another one, instead of checking if a principal animation finished..
I don't really use C2, but in CC there was an pick for 'loop to' ie, when it reaches the terminate, loop to a certain spot. Then if frames i-iii are the bow being pulled back, then 4-6 are the holding animation, set information technology to loop back to 4. I employ this for my jump animations, in particular, and then that they thespian jumps, but then 'holds' at a certain betoken.
If C2 does non accept a 'loop to' pick, then yous could use events like if animation frame reaches ten, get to wherever.
My lack of C2 experience might not work, simply I hope it does. Unless information technology's worlds different <img src="smileys/smiley22.gif" edge="0" align="middle" />
Yeah like it was in good old Flash. Not a bad idea at all.
Flag some key frames in the animations requite them a label etc.
Simply to exist honest it's already here.
brand three animations
i. start jumping
2. jump idle (looping)
three. land
and you lot can easily dispense between them
if "get-go jumping" finish play "jump idle", when "spring idle" finish play "land"
would be the same like one animation frames
0-10 - kickoff spring
eleven-40 - jump idle (marked as loop)
41-51 - land
And besides you could exercise this with ane variable. Fix frames to variable and you could exercise anything with the numbers.
right?
Edit: One affair i'thousand really missing with animations is ability to opposite electric current animation past events.
Elementary example
Key "space" is downwards -> play blitheness "dance babe"
Key "space" released -> revers animation
will setting the animation speed to negative play it backwards in c2?
I don't really use C2, simply in CC there was an option for 'loop to' ie, when information technology reaches the end, loop to a sure spot. So if frames 1-3 are the bow being pulled dorsum, then iv-6 are the holding animation, set it to loop back to four. I utilize this for my spring animations, in item, and then that they player jumps, just and then 'holds' at a sure betoken.
If C2 does non accept a 'loop to' option, then you could utilize events like if animation frame reaches 10, get to wherever.
My lack of C2 experience might not work, simply I hope it does. Unless information technology'due south worlds dissimilar <img src="smileys/smiley22.gif" border="0" align="middle" />
We know, you can reach everything when using events. Simply a beginner don't.
Aye like it was in good old Flash. Not a bad thought at all.
Flag some key frames in the animations give them a label etc.
But to be honest it's already here.
brand iii animations
1. commencement jumping
2. spring idle (looping)
iii. land
and you tin can easily manipulate between them
if "start jumping" finish play "leap idle", when "jump idle" finish play "land"
would exist the same similar one blitheness frames
0-10 - start leap
11-xl - leap idle (marked as loop)
41-51 - state
And besides you lot could practise this with one variable. Set frames to variable and you could do anything with the numbers.
right?
Edit: 1 thing i'm really missing with animations is ability to contrary electric current blitheness by events.
Simple example
Fundamental "space" is downwardly -> play animation "trip the light fantastic babe"
Key "space" released -> revers blitheness
It's what is on the sandBOX. I'm talking about some other thing very different with other reasons instead eventing the transitions. Likewise, if you have 100kb each frame of your character, you wouldn't repeat blitheness frames to increase your game size, when you tin just create loopings using the blitheness editor, without the necessity of a new repeated frame..
You can make exactly what this request is talking about but using events, simply make your animation frame by frame in issue manner, something like this: every tick: ready frame position to frame.position + one;
And handle the situations where it loop by looping it, and the transitional animations can be handled past setting limit of the frame position number. That'due south it, but a beginner who have more skills with cartoon will stuck when treatment the animations with events.
So, information technology's not much intuitive for a beginner think about the pre-jump blitheness and his involvements with other situations. To be honest, it tin can frustrate many people who don't intendance to come here and talk, because they may retrieve "they are not able to utilize the tool or they are as well lazy or they fearfulness of bias".
Who desire brand these transitions and acquire other features tin can download tons of samples, but they all still complex for a uncomplicated matter improved in the past on other tools such as Flash, IGM, EGM.. did you catches the intuit of this topic? it's non about the possibilities, nor how to exercise, but a topic to propose to recover this former feature.
C2 has the aforementioned blitheness properties as CC.
hen selecting an animation, the Properties Bar displays settings for the animation. These are the following:
"Speed" The number of blitheness frames shown per second. For case, if gear up to 5, each animation frame lasts for i/5th of a 2nd. Set to 0 if you do not want the animation to play (e.m. if a tile set is used with a different tile in each frame).
"Loop" Restart the animation afterward it finishes.
"Echo count" If non looping, the number of times to repeat the blitheness.
"Repeat to" The nada based index of the animation frame to repeat back to if looping or repeating.
"Ping-pong" Play the animation alternately frontward and backwards.
http://world wide web.scirra.com/manual/48/image-and-animations-editor
Say you take a ten frame animation of jumping.
Frames 0-4 are the warm-upward part that we want to be played once.
Frames 5-9 are the role that we want to loop.
Then set "Loop" to yes and "Echo to" to 5.
Is that the effect y'all are looking for?
Rojo, It's a one-half fashion to the complete feature.
I accept written a large postal service, just decided to clear information technology. All exposed hither is possible to be done using events, but could be more user friendly using flags and labels on the blitheness editor, as said by —
The best thing to practice at present is a dainty tutorial ^^, mayhap afterwards.
TELLES0808
From reading your post I recollect you are hinting at the post-obit. Correct me if I am wrong:
Firstly: Yeah with the events editor you can do a lot of things with animation.
Secondly: Beginners are generally not familiar with event programing methods
Thirdly: Therefore to make C2 user friendly, include visual looping of frame tags in the blitheness editor. To meliorate control which frames are looped.
If this is the example, and so the solution has already been implemented. Within the sprite animation editor, you are already able to edit and create new animations (to then characterization) for the same sprite. Its easy to miss this box that allows this, every bit I have institute it hiding under the 'Sprite Editor'.
You tin can therefore have 'animation run' frames 1-4, 'blitheness bound' frames one-iv, 'blitheness fall' 1-2 etc... Altering between the unlike lables.
Is that what you are looking for? If not I apologies.
Exactly, can you post a screenshot showing this characteristic please?
I was searching and didn't plant it.
TELLES0808
I'm non sure if this helps:
http://www.englishacorn.com/press/wp-content/uploads/2012/08/animation-1024x576.jpg
I found the box behind the sprite animation editor. From there you lot tin can add new animations and rename them. And so in the events sheet yous tin can change between the animations. Each blitheness has a fix of different frames. Each blitheness can have its own loop, loop speed etc...
Normally most people stick with the 'default' animation lable, unaware of the ability to add others.
Let me know if y'all need another picture.
All the all-time,
-Adam
Thanks buddy, I already used it on the sandBOX ^^
Subsequently I'll endeavor to make a Tutorial of how to handle situations of animation transitions, because they are very trick.
[]'s
How-do-you-do,
I have 2 unlike sets of animations in a sprite. How exercise I call the different animation in the event sheet? The default animation keeps playing and I haven't been able to find any tutorial on how to overcome this. Thanks! :)
later on the conditional is meet, set the animation to the desired proper name by using the action carte.
Source: https://www.construct.net/en/forum/construct-2/general-discussion-17/looping-frames-instead-50276
Posted by: leewelesepind.blogspot.com
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