Hi all,
here is a small and dirty char animation:
http://savco.virtualave.net/banner.htm
so what you think.
Mad_sci
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Hi all,
here is a small and dirty char animation:
http://savco.virtualave.net/banner.htm
so what you think.
Mad_sci
Hehehe Mad-Sci you rock, good work!
Meow!
Hey FlashCat how are you doing ? :D
It was not very easy even though it looks simple. Targeting MC timeline with Key_events was a bit pain. he he he.
Now do you have any idea how to detect how long you are pressing the key down. Im planning to use GetTimer thingie.
Mad_sci
PS BTW if someone is interested to get the .fla and learn how not to programm. Pls let me know here.
[Edited by Mad-Sci on 10-16-2000 at 10:50 AM]
Hi Mad-Sci, I am doing ok considering I spent the howl weekend moving boxes and not working on my flash game, gerrr! How are you doing?
On Key Down
set Down = Get Timer
On Key Up
set Up = Get Timer
time elapsed? = Up – Down
You could use similar methods in a frame loop to determine the duration a key is depressed!
Meow!
Yea FlasCat Ill do that. BTW I had a hard time detecting the key_up events how do you do this ?
I used
if ( key_isDown ( key.RIGHT )) thingie.
Mad_sci
Yep I can help you…. Try this:
:) I hope that works, I will leave for an advanced AS class soon, so I wont be around until Wednesday morning, sorry I cant help any one till then, but I will come back knowing more!Code:onClipEvent (keyDown) {
KeyDown = Key.getCode();
trace ("KeyDown:" add KeyDown);
updateAfterEvent();
}
onClipEvent (keyUp) {
KeyUp = Key.getCode();
trace ("KeyUp:" add KeyUp);
updateAfterEvent();
}
:( Ooo. Mad-Sci, I just noticed something. If you look closely at the right side of the movie occasionally a tile is rendered on screen? It looks like your having similar problems to me! LOL I hope you can fix it… it will look so much better!
:D Good luck, Meow!
Hey FlashCat I saw the litle clipping from the right side. Ill fix it soon.
Ok here is the question;
eventhough the animation looks right the script become a bit complex and I would love to do something much simpler. up to now i had all the animations in the Hero's timeline which i target with gotoAndStop statements. Do you think it will be a cool idea to use nested MC for each animation and use the visibility option for different events. It will be much simpler i think.
Mad_Sci
Hey Mad looks great! Any way I could get the .fla for it? I would love to see how you did it.
brogan, it will be my pleasure.
http://savco.virtualave.net/walk.zip
rip it appart and tell me what you think cuz Im a bit disapointed the way I build it. too many variables and scripting. on the main stage there is a count up field which acutally detects for how long the key is held down. You can use this if you want your man to switch from walk-to running when you keep the key down. Any improvements more than welcome. The char animation is done frame by frame usign the Swifty font for windows. Im totaly ungifted when the question is drawing. The strategie is to target specific frames using frame counts rather then gotoandPlay.
The man is actualy stays on place but the ground moves. The wallpaper behind uses the same script as the bricks but with a less step.
Enjoy
Mad_sci
PS any question post here.
Ms
haha, that is great.
made me want to jump on some alligator heads!
goonie