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Event Priority
As always, I get 1000 new ideas while making my game. And a few of the new stuff have made my game player react a little weird. My player have about 10 different animations, and all of them have the very same hot spot, except one. Thats because this one animation is something I came up with later, and because I use the angle (he is jumping into a salto) the hot spot must be in another place than it is on all the other animations. Anyway, my events makes this work, but all the time, when the player lands, the player object switches animation and hot spot so for like 0,1 sec, the player object are on the wrong position, and then the event fixes it and puts it back in place. Its very hard to describe actually, but if someone should happen to understand what I mean, is it a way to prevent this? Like ordering the events in another way, or putting any events closer to each other? Or maybe there is some box I can check or something that will make the application focus on this switching event when my player lands?
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Re: Event Priority
I'm not sure without seeing the exacts, but I an tell you the priority.
Events will execute from top to bottom in the event editor, and the frame will only be drawn at the very very bottom, with the animations at the point it is at then. Whatever action in the event editor is lowest, will be which one the animation becomes.
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Re: Event Priority
Thats what I though too.. Its great to get it confirmed!
I have so god damn many flags, detectors and values so its hard to actually find whats what. But I think I managed to make it work!
Thanks for your help :)
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Re: Event Priority
Don't Forget when debugging: The Event List Editor is your friend. ;)
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Re: Event Priority
I really, really hope I dont need to debug too much. To me, this project is like a big card-house. If I even blow on one of the cards, it will affect a lot of other stuff!