Maybe you have repeated frames, or you changed the timing on the first frame. If that's not the case we're gonna need more info to help
On the top of the screen click View and check Tilemap Bar and you'll get your answer
Single file? You mean having all your events in a single sheet? No, makes no difference in performance
Maybe this could be of some help, in this video one of the main animators for Skull Girls talk about their animations and how you can do really good animation without needing many frames:
^ but in case you don't want to do that (it's a good practice, but not a must in 100% of the cases) you can right-click your image (with the Collision Box mode on) and select Apply to all animations
This used to be possible on a previous version, but it was removed because it only caused problems, so there's no way to do it
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> Ok so I'm working on my bullet hell shooter and currently doing level 1 but having issues with a few things. One of which is bullet hell patterns. This is what I have so far. Does anyone know why it's not working? > > comicgemproductions.files.wordpress.com/2016/02/wp-1454513154702.jpg > > comicgemproductions.files.wordpress.com/2016/02/wp-1454513172395.jpg > as for the trigger once and repeat 10 times not quit sure that works together like that. try Event : trigger once Sub event : Repeat 10 times : (Then actions)
> Ok so I'm working on my bullet hell shooter and currently doing level 1 but having issues with a few things. One of which is bullet hell patterns. This is what I have so far. Does anyone know why it's not working?
>
> comicgemproductions.files.wordpress.com/2016/02/wp-1454513154702.jpg
> comicgemproductions.files.wordpress.com/2016/02/wp-1454513172395.jpg
as for the trigger once and repeat 10 times not quit sure that works together like that.
try
Event : trigger once
Sub event : Repeat 10 times : (Then actions)
Makes no difference
Condition A Condition B[/code:2ndiar17] Is the same as [code:2ndiar17] Condition A Condition B[/code:2ndiar17] In any of the cases Condition B is only checked if Condition A is true
I made some edits on Olgoth's capx: https://dl.dropboxusercontent.com/u/395 ... unce2.capx
To access Player.Platform.VectorX you use the system event "compare two values", as such:
Player.Direction is an instance variable you should add to the player object (my bad, I forgot to mention that)
> Try > > > If Space pressed > Object is on Layer 2 > -> Move Object to Layer 4 > Else > -> Move Object to Layer 2[/code:kycxom1x] > It says that Else is not valid.
> Try
> > If Space pressed > Object is on Layer 2 > -> Move Object to Layer 4 > Else > -> Move Object to Layer 2[/code:kycxom1x] > It says that Else is not valid.
Make sure you are applying it to the right event. If you add it to the "space pressed", it isn't valid, but it is to the Layer condition. The Else event should be directly below and at the same spacing as the event:
The Trigger Once when left by itself in a group, will only activate at the moment the group is turned on. You should use a timer (the Timer behavior) instead or a "every X seconds"
Instead of using the keyboard to tell which animation to play, make it so the movement of the object sets the animation. This way either input method will result in the same group of events
PlayerSprite Platform Vector X > 0 Set animation "Walk Right" PlayerSprite Platform Vector X < 0 Set animation "Walk Left" PlayerSprite Platform Vector X = 0 +Player.Direction = 1 Set animation "Idle" Else Set animation "Idle Left" Keyboard Right is down OR Is touching TouchRight Simulate Move left Set direction to 1 Keyboard Left is down OR Is touching TouchLeft Simulate Move left Set direction to -1 [/code:3qecvlrq]
Member since 15 Dec, 2010