well here you go leave feed back and because i ran into problems the attaks will be in the next releas.
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well here you go leave feed back and because i ran into problems the attaks will be in the next releas.
Where's the link?
there it is;)
Thank's gizmo. Sorry about that. Can't wait to try it. :)
Oh yeah, I got the first download. :D
lol thanks btw i spelled the title wrong
- If you press up or down while idle (possiblely any button), the idle animation stops
- If you let go of jump while jumping sideways, it switches back to the standing jump right image
- The running image is too high compared to when the player the is standing.
yeah i know its because i havit so that the idle animation starts when no buttons are being pressed so when you press a button it stops it and when let go of the jump button thats supposed to be normal jump image lol and how can i fix the problem of the idle animation being too low and i might switch to your animation sample btw can you post everything you would do diffrently so i can learn more thank you.
To check if the player was idle, I would have a boolean value set at false at the start of the loop. If I press any button that does an action, it set this value to true, then at the end of the input checking, I check this value to see if the player was idle.
I switch to my animation system and use a finite state system to manage whether the player is walking, idle, jumping, fallingetc.
I wouldn't use Evilmana's jumping code but some base level physics (as shown in my jumping boxes example). EVilmana's looks 'hacky' to me.
I also check for button presses and releases so I dont get something where naruto repeatedly jumps if you hold down the the jump button.
how would i do the second and last improvments you said and that boolean thing
You can look at the code from my animation example. Make sure you get the latest version.