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Devsman
Guest
Hi everyone, I'm new here. I did some stuff with MUGEN a while back, and I kind of wanted to get into OpenBOR.
Anyway I've seen a lot of information about OpenBOR scripting but example code online is kind of scarce (and I work a lot better by example) so I hope nobody minds if I ask a dumb question.
My problem is that I want to have a "start walk" animation for each of my characters. Two or three frames of the character transitioning from standing still to walking, followed by the standard walk animation. It doesn't necessarily have to be divided into two animations like that but that was the most intuitive idea to me. So if we've got two "start walk" frames and four "walk" frames then the frame sequence would go: 1 2 3 4 5 6 3 4 5 6 3 4 5 6 3 4 5 6... until you let go of left/right/up/down or do something else.
So the question, then, is are any of these possible with OpenBOR, and if so, how would they be accomplished:
1. Creating two separate animations, the first of which changes the animation to the second (and which overrides the engine's default behavior to put your character into walk state when you're holding left/right and idling)
2. Create an animation that loops from a certain frame onward, and never goes back to frames before it (this was a very handy feature in MUGEN)
3. Creating two separate animations, the first of which changes the animation to the second but retains the behavior of the first (does that make sense?)
Also preferably, I'd like the character to be stationary for the "start walk" portion of the animation. Should only be about a quarter of a second so I don't think that's going to be a design issue (but what do you guys think?)
Thanks, all.
EDIT: Oh, I forgot to mention something. Is it also possible to define custom animations for this purpose, so that I don't have to do something counter-intuitive and potentially confusing like using an obscure animation that I wasn't going to use for the additional animation? Thanks again.
Anyway I've seen a lot of information about OpenBOR scripting but example code online is kind of scarce (and I work a lot better by example) so I hope nobody minds if I ask a dumb question.
My problem is that I want to have a "start walk" animation for each of my characters. Two or three frames of the character transitioning from standing still to walking, followed by the standard walk animation. It doesn't necessarily have to be divided into two animations like that but that was the most intuitive idea to me. So if we've got two "start walk" frames and four "walk" frames then the frame sequence would go: 1 2 3 4 5 6 3 4 5 6 3 4 5 6 3 4 5 6... until you let go of left/right/up/down or do something else.
So the question, then, is are any of these possible with OpenBOR, and if so, how would they be accomplished:
1. Creating two separate animations, the first of which changes the animation to the second (and which overrides the engine's default behavior to put your character into walk state when you're holding left/right and idling)
2. Create an animation that loops from a certain frame onward, and never goes back to frames before it (this was a very handy feature in MUGEN)
3. Creating two separate animations, the first of which changes the animation to the second but retains the behavior of the first (does that make sense?)
Also preferably, I'd like the character to be stationary for the "start walk" portion of the animation. Should only be about a quarter of a second so I don't think that's going to be a design issue (but what do you guys think?)
Thanks, all.
EDIT: Oh, I forgot to mention something. Is it also possible to define custom animations for this purpose, so that I don't have to do something counter-intuitive and potentially confusing like using an obscure animation that I wasn't going to use for the additional animation? Thanks again.