Wednesday, August 5, 2009

Ideas for the shoot animation states for all animation states

This post might turn into just my rambling to myself so that I don't forget what I was doing at 4 am. Or it might turn into intelligent and intriguing conversation between 9 senior video game students which then lands them all in their respective fields to pursue a long life of happiness and gratification. Who knows?

I know this post might be a tad bit late in the grand scheme of things but things are how they are and time is how it is so without further ado, lets get this shoot animation thing underway.

I was thinking of a couple different ways to go about this shoot animation transition thing. I began by thinking off all the games of yesteryear and how they handled it.

Mega Man had, what seems to me, two entirely different sets of animation. One for not shooting and one for shooting. And to transition between the two I think they just swap out the run animation at the exact frame it was on to the exact frame of the run and shoot animation. Or possibly they were always both on the screen but one one hidden so pressing the shoot button just switched the animations visibility from true to false.

Earthworm Jim had a slightly different approach. And by slightly I mean totally different.

Jeez its hard to type a coherent sentence with "It" playing in the background.

Anyways, I think Earthworm Jim basically had an animation for the legs and one for the torso. I'm not as sure about this one but it seems that the arms may have also been separate so they could aim up and kitty corner.

So basically I'm thinking of doing one of a few things.

1. Replace all existing animations for Zalien with the same clip but without the arm. Then animate a separate clip of the arm and mount it to Zalien. This seems like a more difficult approach to the problem.

2. Use the existing animations of Zalien and keep track of which frame each animation is on. Then swap to the same frame on the corresponding shoot animation. Might be tricky might not. Who knows?

3. Have both Zalien and Shoot Zalien on the stage at all times but toggle which is visible via the shoot button. They would both have the same animation state names so switching between the two shouldn't be a problem. Shouldn't. Ha. That's funny.

4. With each sale of the game we will just have the player email us what they do and then Shelby will quickly animate the scenario and email it back to them so they could in fact do ANYTHING they want and thus increase the replayability of "Time Blunders". Think "Scribblenauts" but with WAYYYYY less coding.

Keep tuned for some more updates.

10 comments:

  1. Is it possible to select which frames are visible inside a movie clip via code? Would it noticeably slow down the computer/eat memory? Wouldn't the code give an error alert or only read one animation if two of them were playing with the same name?

    Personally, I like option 4. Yeah, we should stick with option 4.

    Seriously however I wonder if we would have time to implement a major change in Zalien's animations in the time we have left in school. If we decide to enter the game into a contest we should definitely consider any option that would make the game look and run better.

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  2. Yeah I would have to agree with with adri on that one. Yeah i am also thinking that we would still need to work on it after, If we are going to enter it into a contest. But i kind of think the arm should be left alone if it is going to cause a problem with the programmers.

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  3. And you are right mega man did have two different animations so he can run while he shoots. And also just run.

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  4. I hate flash so much....

    Adrianna, unfortunately you can't hide a certain frame or even a layer on a timeline. This made me sad. So I came up with a flawless solution. Or so I thought.

    So a quick update. I've created dummy mc's to simulate switching from not shooting animation to shooting animation. I then created two masks. One to show the normal animation and one to show the shoot animation.

    When the game starts the normal animation mask is in place. When you shoot I move this mask off of Zalien and replace it with the shoot mask. And it works pretty darn well. Well, it works when Zalien is doing ANYTHING but just looking right.

    Let that soak in and remember that I hate flash.

    So if I point left and stand there and shoot it works perfect. If I jump while looking right it works right. If I run right it works right. But if I just stand in one place and look right and shoot Zalien will flash or disapear or whatever his dumb (explative deleted) wants to do. I hope tonight isn't a no sleepy night....

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  5. That does sound like a very annoying problem to a very good solution Justin. Like they say you fix one bug you get another. I take it you have no idea why it does this huh? Is it a naming issue? Is it trying to call something when you look right and shoot?

    One last question. Out of curiosity, is this a necessary step? I forgot why it was we needed to adjust Zalien's animations again.

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  6. We needed an animation for Zalien shooting instead of a laser just apearing.

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  7. *head desk*

    I almost forgot we still had the pee laser and needed that animation. If that's the case why don't we use the same method as the climb/shoot animation?

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  8. There is no climb/shoot animation in there. The laser just appears there too.

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  9. (Me appologizing to Flash)

    I'm stupid. You're smart. I was wrong. You were right. You're the best. I'm the worst. You're very good-looking. I'm not attractive.

    That's just where I'm gona leave it at. The animation switching is working.....

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  10. XD

    That's awesome Justin. Congrats.

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