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Thread: Animation problem with PMO.

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    Animation problem with PMO.

    I've done this before I just don't know what I am missing now.

    I have set up my graphic to always follow my PMO dummy and also change animation sequence and direction according to the dummy. The problem is that when I click the left arrow button the direction of the animation remains to the right.
    Here are my events:




    I don't know what I am doing wrong. Any guesses?

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    Re: Animation problem with PMO.

    Try to make Platform Object condition on first

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    Re: Animation problem with PMO.

    Any reason why you can't just change the animation of your object directly instead of relying on the dummy?

    Just have

    Repeat while "Right Arrow" is pressed
    + Object is standing on ground
    - Change animation sequence of PlayerSprite to Walking
    - Change animation direction of PlayerSprite (not dummy objects) to RIGHT

    All you really need the dummy for is to set the position of your sprite.

    If you want to stick with your current method, make sure your dummy object actually has a left and right image in the picture editor, otherwise it won't be able to change directions.

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    Re: Animation problem with PMO.

    Yes RhysD I figured that myself yesterday(change animation directly on object), so that is what I ended up doing and now it works fine. Thank you both for your time.

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    Re: Animation problem with PMO.

    I've been working with some students on developing a platform game and have been really confused. Would someone be kind enough to explain what the "dummy" is and why you need it to change the position of the sprite.
    Thanks,
    Steve

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    Re: Animation problem with PMO.

    Probably to separate the collision masks?

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    Re: Animation problem with PMO.

    >> what the "dummy" is
    The problem sometimes arises with characters getting 'trapped' inside backgrounds and such. I am currently working with a particularly hairy lady. The dummy is a regular shape - I generally use a rectangle slightly narrower than the character - with a rounded base so as to slide over ground irregularities/transitions. The character is set 'always 0,0 to dummy'

    There may be other reasons but it seems standard practice. As a relative newby I use what goes with da pros.

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    Re: Animation problem with PMO.

    That makes sense. I thought that by using the Platform object, one avoided the getting trapped problem that I've read about. My students are just starting to get to the level where they will start bumping up against this type of problem. So the info should be helpful. I agree that going da pros is da way to go, especially for dummies like me.
    Steve

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