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Thread: Need some help on how to organize a big project

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    Need some help on how to organize a big project

    What is the correct way to add lots of animations to the char (on a plataform game) while avoiding the conflicts? I mean, on mugen (my previous experience) all is separed by "states", so is simple to make lots of animation while avoiding conflicts, but here on multimedia is like everythyng one big state, while I insert new animations I have to make a long verification on all the others animations and insert things like "negate-anmation stand up is playing" or something like that.
    and I realized that, going this way, soon I would be with lots of flags to activate/deactivate on lots of places (and the lines would began to become gigantic).

    So, how I can/should do to organize the work and avoid all this chacking for conflicts? is there a tutorial on how to procede while beguining big projects?

    Obs.: As I said on other topic, I am new to multimedia (1 week experience) and I am beguining to do a plataform+rpg game project

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    Re: Need some help on how to organize a big project

    It really depends on how many "states" you think your character will be in. If it is only a couple, then checking for negated animations isn't really that much to check. Maybe use a few flags to represent if your player is doing general things like jumping, attacking, recovering, etc. For instance, you could use a flag to determine if your player is attacking instead of checking against 10 attack animations. There are ways of keeping your checks down, but as a rule, you will probably be needing to check that some states are off.

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    Re: Need some help on how to organize a big project

    Well, since I want this thing to be a rpg+castlevania+fallout+nosferatu(snes game like prince of persia), the char has to have lots of animations:
    stand,crouch,running, walking, jumping, falling,turning, stop running, turning crouched, falling from jump, pre jump, stand to crouch(and viceversa), stand kick/punch (and in the air and crouched), pushing something, grabbing something, geting hit, geting killed (in lots of ways),etc.

    So, what is the best/or recomended way to do this? I did the stand, walking, running, crouch, jumping and kick (air,stand and crouch) animations here. but problems began to arise the "return to the stand animation while on the floor" was interfering with the other animations. then I began to make some "negate this while the char is on the xx animation", but the thing began to became big and kinf of boring to be checking (diferent of the way is on mugen, that there is separation of "states" on the programation of the char.

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    Re: Need some help on how to organize a big project

    And sorry mobichan that I din't aswered correctly to you: I will try to test using flags later to make the moves.

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