Turon wrote:The Main problem I have at the moment is that my current gameplay design has some complex physics. And my character has quite a few different animations that all have to display at the right moment
(far cry from a older game of mine "Super Ostrich" I recommend it to anyone that wants to laugh ).
Also a real programmer has insisted on helping me & has completely altered my code so I'll have to learn how it works!
Nice to hear it's moving forward. I agree, getting variables to work at just the right moment is like untangling a giant spider-web. No easy task as when one thing happens, it often affects something else. The Octopus swims, walks on the water and jumps but can also punch, so there's a lot to it and while it sounds simple, it's a challenge at times.
Super Ostrich, I'll have to check it out, thanks.
I did learn if using keydown events, that to change the animation when a button is pressed, sometimes using Forward for the animation direction can help, while other times depending on the scripting, Repeat ON can override other keydown animations and play the new animation, compared to having repeat off in the key down event, say Arrow Down for example.