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Thread: Dual Swing and Falling Issue using PMO Addon

  1. #11
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export Module
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    Re: Dual Swing and Falling Issue using PMO Addon

    Yes, very nice sprites.

    To fix the problem, edit line 8. Add another Animation is not playing condition (so you will now have three conditions on that event) that checks that the second sword swipe is not playing.

    The action on this line is forcing the stopped animation to play. So if neither the sword swipe and the second sword swipe are playing and object is not moving then Set the anim to stopped.
    Andy H @ ovine.net
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  2. #12
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export Module
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    Re: Dual Swing and Falling Issue using PMO Addon

    yup, thats what Ive found to be the problem also AndyH.

    As for chaining attacks like Zero, I've done this before (actually with the same sprite I was working with for the advanced PMO)

    What I did, was add an extra few frames to the end of the original sword swing (like a recoil back to standing position), and then check on the same keypress:

    If Attack1 is playing and frame > 6(or whatever fram number the first swipe ends) --> Change anim to attack2

    Might need some tweaking depending on your engine, but it worked perfectly for me in the past.


    Also, glad to help - I love 2d platformers, so if there is anything I've gotten good at fixing, its those. (Except for those @#$%@ vertical moving platforms, heh)

  3. #13
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    Re: Dual Swing and Falling Issue using PMO Addon

    Sorry Chaos - not reading the thread properly

    Looks very promising visually Vandas.
    Andy H @ ovine.net
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    Re: Dual Swing and Falling Issue using PMO Addon

    Thanks; it's a long road still to go. :P It's taken me a long time to get even this much done.

    Quote Originally Posted by Chaos
    What I did, was add an extra few frames to the end of the original sword swing (like a recoil back to standing position), and then check on the same keypress:

    If Attack1 is playing and frame > 6(or whatever fram number the first swipe ends) --> Change anim to attack2
    I tried to incorporate this concept in, and systematically, it works, which is good. Now, the only problem I have with it is that he has two audio files associated to different swings, again much like Zero. If you spam the X button, he'll play the first audio file repeatedly. That's why I was using the group system for each individual swing.

    How would I go about limiting a sound effect to play when a specific sword swing is playing?

  5. #15
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    Re: Dual Swing and Falling Issue using PMO Addon

    Animation attack 1 is playing+
    one action when even loops
    -->
    Play sound

    Animation attack 2 is playing+
    one action when even loops
    -->
    Play sound2

    this should work. its a few extra events, but i've also found that sometimes separating sound effects from the main actions themselves can help a bit in giving more control.

    In Zero's words: Hu, ha, Hwah! :P

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    Re: Dual Swing and Falling Issue using PMO Addon

    Hey thanks Chaos! That really helps me with another project of mine! I had a different method but this works a lot better!

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