I have a question for you - I've been using small ATL animations for my character sprites for a while, now, and they work fine for the most part, but I've been having a problem: when the animation is interrupted, the offset is kept, and the animation doesn't finish. For example, if I'm using this little nodding animation...
Code: Select all
transform nod:
xanchor .5
ease .3 yoffset 20
ease .3 yoffset 0
# ...
show girl eyes closed at centpos:
nod
"She nodded."
show girl eyes open at centpos
# The girl will be dipped, from here on out, if the player clicked before the animation could finish.
"Then, she opened her eyes."
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transform vcor:
xanchor .5
yoffset 0
# ...
show girl eyes closed at centpos:
nod
"She nodded."
show girl eyes open at centpos:
vcor
# The girl will no longer be dipped, from here on out, because her yoffset has been set to 0.
"Then, she opened her eyes."
I was thinking of using move transitions. Something like so...
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define m_2 = MoveTransition(.2)
transform centpos:
yalign .5
xalign .5
transform centjumppos:
yanchor .5
ypos .4
xanchor .5
xpos 0.5
# ...
show girl at centjumppos with m_2
show girl at centpos with m_2
"I startled her."
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show girl centjump
"I startled her."
What do you think I should do? Should I keep using the ATL animations and correcting the offsets, like I've been doing? Should I use the multiple move transition method? Can multiple move transitions be saved as a single sequence which can easily be reused? Or is there something else I've totally missed...? The latter wouldn't surprise me, at all. Any help would be appreciated.
Regardless, thank you for reading, and please have a nice day. <3