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Thread: dying animation

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    Emerson3's Avatar
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    Question dying animation

    I have a character that transforms into his dead form via animating the "Disappearing" feature. However, I want him to bounce off the object that "Destroys" him and fall on the ground. How can I accomplish this? Thanks.

  2. #2
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    I would give the character an alterable value called "dead" and set it to 0. When he collides with the object which kills him, set up the motion, then set an event so once the motion is finished dead = 1. Then create a separate event so when dead = 1 the object is destroyed. If that makes sense? In terms of the movement you want, it would be best to post an example of the type of game you are trying to make so we can see the sort of motion you want.

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    Jaytmek,

    Thanks for the reply and info. I'm new to ClickTeam. Could you elaborate on the value and events you suggested? Its kind of like a "Mario Bros" game. I want my character, when the timer gets to 0 or if he hits an enemy, to fall on the ground in his "disappearing" form and then I'll restart the frame in 4 seconds to start level again.

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    deathexample.mfa here is a quick example I have made. Instead of using the disappear animation I put the death animation in "bouncing". Let me know if you need help with how any of it is done. Its quite messy but should get you started.

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    Jaytmek,

    Dude it worked perfect. Thank you so much. I figured out how to do it, could you just explain the theory behind the alterable values please? Again, it achieved exactly what I wanted to do, I just don't understand the theory.

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    Basically every object in your game can have 26 Alterable values (Labelled A-Z, although they can be renamed). Think of them sort of like properties. So, you could for example set Alterable value A to 100 and call it "Health". Then set up an event to every time something hits the player you subtract 1 from the alterable value. Have another event so when Alterable value A = 0 the player dies.

    They have to be numbers. Each character can also have 26 alterable strings, which are the same as values but can contain text. So you could use those for things like Character name etc.

    You can also have global values, which relate to the game as a whole and can be carried between frames.

    There are probably better explanations if you search the forum for Alterable values. I hope that helps.

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    as far as this particular example goes, the value "dead" is used like a switch.

    if dead = 0 - the player is not dead
    if dead = 1 - the player is dead.

    when the player hits an enemy, it changes the dead value to 1 - so now the conditions can be met for the die/falling sequence to play out.

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    This can also be helpful for movements. Say you weren't using alterable values, the player dies but you can still move left to right, up-down etc. When using an alterable value you can set it up so that when dead = 0 is in your movement events, they work. So anytime it reaches 1, those movements become locked until the value is set back to 0, meaning nothing else going on while the death animation is playing and the value is at 1.

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