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I had an idea.
What if there's a way to define a certain 'state of animation' for the observed player in the .chrs?
set_state_of_animation "*hanging"
So the player observed would be in the 'hanging' animation.
In the chrs, we could have a way to define these things just like we define their hurt animation, ledge animation, and everything else.
animations
{
sprite_name "SD_COLIN"
stopped 0
walking 1
running 2
jumping 3
springing 13
rolling 3
pushing 14
gettinghit 11
dead 8
braking 7
ledge 10
drowned 9
breathing 12
waiting 40
ducking 4
lookingup 5
winning 24
ceiling 16
//Hanging
*hanging 16
}
That way we can make objects have more support for custom characters. Like I could potentially transform Mechanical Marathon's objects into ones that anyone can use in their games with any of their custom creations. Also, it would require a lot less states for objects that observe multiple characters but do about the same for each (like a bar you grab and hang onto).
And it also would help a lot with me making Sunshine Paradise's trip rock.
Thoughts?
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That is perfect for the .chr limitation of having only one .spr files attached.
+1
"The true master is always learning"
Avatar by Raul Sama.
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i vote yes. that would lead to better object compatibility between mods
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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I don't know C so I can't really answer that...
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hmm, that's hard I'm afraid. I'd have to change a lot of the current player architecture just to do that.
I suggest that you make a script that takes care of that for you. For example, create a "player animation manager" and make that take care of the animations for you. It's a simpler solution, and you don't need to wait for an implementation.
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add a new editor in the game?
I don't think this would be a good solution. Making a new editor would take too long.
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