it's hard to make a fluent walking animation, you might be better of making one animation for running at full speed, thought it willl look like the character is sliping when walking. Then you would only have to make it switch frames when right/left is held.
the more fluent you want the animations to be with the movement, the more complex the code becomes and more "if ..." blocks are used.
I'd recomend having 3-5 walking frames, and 1-2 air frames (second one for falling, for example).
when gf clicked forever if <not<<[left] key pressed>and <[right] key pressed>>> set costume to [1]// only if you have 1 as a standing frame(!) end if <touching [ground]> if < [left/right arrow] pressed?> if <(costume #)=[3/5]>//"3/5" as in 3 or 5, last walking frame set cotume # to [1/2]//2 if 1 is a standing frame else next costume end end else if <(ys) > [0]> set costume to [jump] else set costume to [fall] end end
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xlk wrote:
it's hard to make a fluent walking animation, you might be better of making one animation for running at full speed, thought it willl look like the character is sliping when walking. Then you would only have to make it switch frames when right/left is held.
the more fluent you want the animations to be with the movement, the more complex the code becomes and more "if ..." blocks are used.
I'd recomend having 3-5 walking frames, and 1-2 air frames (second one for falling, for example).when gf clicked forever if <not<<[left arrow v] key pressed?>and <[right arrow v] key pressed?>>> switch to costume [1 v]// only if you have 1 as a standing frame(!) end if <touching? [ground]> if < < [left arrow v] key pressed?> or <[right arrow v] key pressed?> > if <<(costume #)=[3]> or <(costume #) = [5]>>//"3/5" as in 3 or 5, last walking frame switch to costume [2 v]//2 if 1 is a standing frame else next costume end end else if <(ys) > [0]> switch to costume [jump v] else switch to costume [fall v] end end
Fixed.
Regards,
CAA14
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