Need to show complete death animation before frame restarts while using PMO

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  • I have built a short little side-scrolling platforming game. I have used the PMO extension for the main character's movements and I have gotten all of the animations and everything to work out fine. The problem I am having is when the main character dies, I cannot figure out how to force the game to wait for the "disappearing" animation to complete before subtracting a life and restarting the frame.

    I have tried many different combinations of events to get this to work but it simply does not work. Examples of things I've tried;
    1. Setting the timer to run down before restarting the frame
    2. Comparing "Is disappearing animation complete?" before moving on to the next event to restart the frame
    3. Creating an alterable value on the PMO object to change to either a 0 or a 1 depending on if the collider object has collided with an enemy. Then comparing the value to if it's "1" then destroy the main character.
    4. Simply destroying the character sprite on collision with an object.
    5. Etc... etc......

    So far, trial number 3 was the closest to actually working. As soon as you run into an enemy the PMO alterable value is set to 1, and the character animation for death starts to play. However, after a split second of playing the animation the frame just restarts.

    Now, realizing that I was getting closer to solving this, I tried to use the method for trial 3 with some additional events. Adding "Is disappearing animation complete?" before restarting the frame will actually show the beginning of the death animation and then the animation just pauses. It won't play the full animation, the character just freezes in some contorted death spasm. Since the animation is not finished, it won't move onto the next event which is to restart the frame. Is it because the alterable value is constantly set to "1" now? So he keeps dying over and over again?

    I figured it knew that "destroy" meant to play the "disappearing" animation once and then continue to subtract a life and restart the frame. It's just not completing the entire cycle of the animation.

    Is this a known issue with using Platform Movement Object on your main character?? Or am I just doing something horribly wrong? I am at work right now and I cannot upload anything to show as an example.. I just had to see if I'm wasting my time even trying to get this to work or not. I've been working on this particular issue for a couple of days now in my off hours after work... and this is starting to drive me insane...

  • Please login to see this attachment. This is an example of the death animation not playing completely before the frame restarts. And, now that I have been looking at it.... the animation to throw a fireball gets cut off too.. It only shows for a fraction of a second. What am I doing wrong here?

  • I changed a few minor things around, mainly I stopped the PMO wanting use the stop or run or jump animation if the disappearing animation was playing (as every time the disappearing animation started it would revert to stop or run or jump and immediately restart the frame) :D

    I also changed the restart current frame to only occur after the disappearing animation was over see (line 27) also in line 26, it worked better with overlapping rather than collide, and I also used - only one action when event loops.

    Oh an your disappearing animation for the left was on loop, so I took that off.

    Please login to see this attachment.

  • Thank you aenever! I will give this a shot and let you know if it was a success. I appreciate your response!

    I still have much to learn, and it's nice to know that there are still people out there that support these forums to help those in need. ;D

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