![]() I dont know of any tutorials that specifically cover attack animations but the logic really just boils down to if "this", then "that", until "this" is over.īest of luck learning GM, let me know if you want me to elaborate on anything and ill try my best. ![]() Now if you have only 1 sprite with multiple sub images and only want to jump to a specific sub image then you'd do this:Īs for tutorials. Then you'll want to do something like this: ![]() ![]() if you have a character with multiple animations for walking, jumping, fighting, etc. To stop the constant updating all you have to do is in code set image_speed to equal 0.Īs for your "attack animation trigger" it depends on how you specifically want to go about it.įor example. This event category has two seperate sub-categories (Outside View and Intersect Boundary), with eight different events in each corresponding to the eight available view ports. Image_speed determines the rate at which the image_index is changed. Camera views are normally defined in the room editor and used to show only a small area of a large room at any one time. Click to expand.Hey there Kami, so the reason that the sprite's animation is continuously cycling through is because you havn't changed the instance's "image_speed".
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