I have built a short little side-scrolling platforming game. I have used the PMO extension for the main character's movements and I have gotten all of the animations and everything to work out fine. The problem I am having is when the main character dies, I cannot figure out how to force the game to wait for the "disappearing" animation to complete before subtracting a life and restarting the frame.
I have tried many different combinations of events to get this to work but it simply does not work. Examples of things I've tried;
1. Setting the timer to run down before restarting the frame
2. Comparing "Is disappearing animation complete?" before moving on to the next event to restart the frame
3. Creating an alterable value on the PMO object to change to either a 0 or a 1 depending on if the collider object has collided with an enemy. Then comparing the value to if it's "1" then destroy the main character.
4. Simply destroying the character sprite on collision with an object.
5. Etc... etc......
So far, trial number 3 was the closest to actually working. As soon as you run into an enemy the PMO alterable value is set to 1, and the character animation for death starts to play. However, after a split second of playing the animation the frame just restarts.
Now, realizing that I was getting closer to solving this, I tried to use the method for trial 3 with some additional events. Adding "Is disappearing animation complete?" before restarting the frame will actually show the beginning of the death animation and then the animation just pauses. It won't play the full animation, the character just freezes in some contorted death spasm. Since the animation is not finished, it won't move onto the next event which is to restart the frame. Is it because the alterable value is constantly set to "1" now? So he keeps dying over and over again?
I figured it knew that "destroy" meant to play the "disappearing" animation once and then continue to subtract a life and restart the frame. It's just not completing the entire cycle of the animation.
Is this a known issue with using Platform Movement Object on your main character?? Or am I just doing something horribly wrong? I am at work right now and I cannot upload anything to show as an example.. I just had to see if I'm wasting my time even trying to get this to work or not. I've been working on this particular issue for a couple of days now in my off hours after work... and this is starting to drive me insane...