Animation help or tutorial

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  • I am creating a platformer game as a means to learn MMF2.5 and I am having a problem figuring out how to animate my character. I created 4 images of my character, (player), to show a running motion. I also have a single image of the player to show an idle position. I am using the movement type as platform.

    When the frame starts I stop the animation so that the player is standing still. Then I use “Repeat while Right Arrow is pressed”. When the right arrow is pressed I set the direction to the right and start the animation. It works ok up to this point but when I release the right arrow key the player stops moving to the right but the animation keeps playing. I want it to show the idle position, (first frame of animation). When I use the Left Arrow key the player flips to the other direction and moves left but again when the Left Arrow key is released the animation keeps playing. I tried using “If player is stopped>Animation stop” but that does not work because the next time you press the arrow key the animation does not run.

    I have checked the forum and I have found nothing that would explain to me how to use character animations properly. Are there any tutorials on this or any other place to get help? Maybe a .mfa file that shows how to do this?

  • I looked at you sample .mfa using the mask and when I double click on rick and look in the editor I see that it shows only one frame. In my game, when I create the active object and import as animation it loads in all 4 frames. How do you load your animation?

    I tried to attach my .mfs file but it says that it exceeds the file size limit.

  • It is not checked as a global object. Looking at your .mfa I don't see where you have your animation? I see the sprite "rick" but it does not look like an animation.
    My player is a .gif image. Should it be a different type?

  • Columbo
    Masks are like the actual body of the character, this one shouldn't change shapes or have any animation or everything will break
    Masks are usually rectangular or cylindrical
    They shouldn't be visible on runtime unless you want to display them for debugging purposes

    While the sprite is the actual animated character, it has no movement and will just "follow" the mask by positioning it directly to the mask, Note: this has to be at the very bottom of any movement event related to the character or you will have frame delays
    There is a trick you can do in Fusion called embedded detectors, though it's an advanced topic as it requires good knowledge of how the animation system works in fusion and such, don't have to worry about it though

    Btw you shouldn't use the built in non-physical Platform movement, it's very buggy and bad in general, fredetmumu used it just as a simple example of masks
    You should use PMO, physical Platform movement or make your own (making your own movement depends on you as you program it yourself)

    Game/App developer, artist and a community contributor.
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  • Thanks Linky. fredetmumu has been very helpful for me on a number of topics. The problem is that I do not understand animation in MMF2.5. I have no idea where the "animation library" is that fredetmumu mentioned or how you get your animation into this library. This why I was looking for a really good beginner tutorial on animation for MMF2.5. The animation that I want to use is just 4 frames. What I did, although it is probably totally wrong, was to create an active object, and import frame 1 of the animation, (as an animation). When I did that it exported all 4 frames. Then I created a condition, 'while right arrow is pressed">start animation. I starts the animation ok but when the right arrow is released, the player stops moving to the right but the animation continues. I tried using If player is stopped>stop animation but then the animation would not work at all. The player moved right and left but no animation. I think what I need is a good step-by-step animation tutorial. I have looked around but I don't see anything that really explains the animation process in detail.

  • Thanks Linky. fredetmumu has been very helpful for me on a number of topics. The problem is that I do not understand animation in MMF2.5. I have no idea where the "animation library" is that fredetmumu mentioned or how you get your animation into this library. This why I was looking for a really good beginner tutorial on animation for MMF2.5. The animation that I want to use is just 4 frames. What I did, although it is probably totally wrong, was to create an active object, and import frame 1 of the animation, (as an animation). When I did that it exported all 4 frames. Then I created a condition, 'while right arrow is pressed">start animation. I starts the animation ok but when the right arrow is released, the player stops moving to the right but the animation continues. I tried using If player is stopped>stop animation but then the animation would not work at all. The player moved right and left but no animation. I think what I need is a good step-by-step animation tutorial. I have looked around but I don't see anything that really explains the animation process in detail.

    Hey, so first of all from the first post you look like you use a built in movement
    Any built in movement will automatically change animations based on it's state, so if you want to learn the animation system in Fusion you have to not attach any movement (static) to the thing you will be testing on
    Animation system in Fusion works simple at first but there are some scenarios where it can be a bit confusing for some

    If you want to control any animation event you have to use the animation menu when selecting objects, there are variety of Conditions / Actions and Expressions for the animation menu only
    I recommend you to play with the different actions that animation context menu contains, they are pretty straight forward from there name alone, but you can also read about them from:
    Help / Contents / The objects / Inventory / Graphics and animation objects / The Active object or just by clicking Help from the About tab of any Active's properties

    Again play around with them without attaching any built in movement to the object, there is some stuff you might encounter with the animation editor that you might find weird, if so you can just post it here :)

    Game/App developer, artist and a community contributor.
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  • the aniamtions are : when you draw a sprite, in the down at the lelt there is a list with :"stop, walk, run, jump etc..." ou click on one and you draw your animation in.
    like Lignes said, when you use an implemented animation, fusion use automatically the animation corresponding

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