![]() ![]() This at least reduces the need for adding way more than you need to any if else statements and does away with having a billion flags. While our example only has the two animations, you could have one for a death animation, another for reloading a gun (if they have one) or a melee attack. Though it would mean you can only move AFTER you're done attacking. In this way, you can't move while attacking, even if you tried. In your case it'd probably look a little like: ![]() ![]() While jumping (jump state) you can only move left and right, which removes the ability to jump and duck while in midair. So while standing (stand state) you can only walk, jump and duck. There are several types of collision detection. However, finite state machines work in a way where when you're in a "state" only on pressing of certain keys, does your avatar/character perform an action. To enable damage detection, you need to adjust the Collision Detection settings on the animation tab. ![]() resource form outside of PGMMV, but the upside is that PGMMV had a superior animation system built in. Might I suggest looking into Finite State Machines? I came across it the other day and I thought it interesting because for every action you add, more bugs require squashing. Welcome to Make An RPG With GameMaker Studio 2. ![]()
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