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Can attacks be chained without delay in between?
Posted: Sat Jul 19, 2014 2:21 pm
by sheamkennedy
I'm trying to make a basic chained attack of my character throwing a bomb, the bomb flashing, then exploding. I have 3 attacks drawn up to represent this, and have set them up to display in series. It looks mostly how I want it but there is like a half second delay between each animation part. This makes it look like the bomb is thrown, disappears, then reappears and flashes, disappears, then reappears and explodes. Can this be changed to be more fluid somehow?
Posted: Wed Jul 23, 2014 6:50 pm
by sheamkennedy
After fiddling around a bit I still can't figure out if it's possible to get rid of the slight delay. I read through "Making Complex Attacks" but se nothing there that would resolve this. Could someone let me know if this is how it's supposed to be or if I'm doing something wrong.
Posted: Wed Jul 23, 2014 7:24 pm
by Bob the Hamster
Oh, sorry, I meant to reply to this, and forgot.
Right now it is not possible to completely remove the delay
I am a little surprised at a half-second delay. I would think it should be possible to reduce it to maybe 2 ticks? I am not sure, since I haven't measured it.
The size of the delay is affected by the attacker animation, but even with null attacker animation, you can't get it down to zero ticks.
This is something I do want to change, but I still have to do more cleanup of the attack animation code before it will be possible.
Posted: Wed Jul 23, 2014 7:48 pm
by sheamkennedy
Alright thanks. Yeah I noticed the delay was more when I had the hero fram set to be "cast" but now that it's "null" the animation looks relatively fluid. There is a 2 tick delay or so, but definitely looks a lot better now that I changed that.