I made event npc with two animations using directions.
First animation is a loop which has to play as long as player wont talk to event while facing up. It was made with directions left/right.
Second animation is supposed to play when player talks to event while facing up. It was made with directions up/down.
The problem is that event plays 1 frame of either left or right animation when player interacts from side, ignoring conditional branch to face up entirely. This makes things look awkward.
Direction fix won't solve this since it would disable first animation entirely, which has to be enabled until player interacts event while facing up.
Please help.
How do I stop event from turning
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Direction fix does solve your problem. You can just disable it when you need it using a move route. There is a move route command called "Direction Fix ON" or "Direction Fix OFF". Using that will enable/disable it when required.Direction fix won't solve this since it would disable first animation entirely, which has to be enabled until player interacts event while facing up.
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But it needs to be off all time or the left right animation loop wont play. If I make it on while talk to event then it will ignore it.
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I must admit, I'm a bit confused by your last answer. This, I think, is what you want to do.
Player is not talking to NPC = animation 1 (left/right)
Player is talking to NPC = animation 2 (up/down)
Therefore, despite what I think you said in your last post, you do not want animation 1 to run while the player is interacting with the NPC.
Try this.
Have your left/right movements in the 'Custom Route' section on the left.
In the commands section:
Conditional Branch : Player is facing UP
Set Move Route NPC (whatever up/down moves you want)
Check the 'Repeat' box if you want this to loop
Else: blank
If this doesn't work, then a screen shot of your event would be really, really helpful. Please use Alt+PrtSc to take the shot so that you capture only the event window, not your whole desktop. Do not crop it, as we need to see all the information. -
What does your spritesheet look like? How many images make up each animation?
If your animations consist of only two images being repeated, you could put them across the spritesheet and use stepping animation, rather than putting them down the spritesheet and using a move route to change direction.
An alternative is to simply have two event pages on your visible event, one for each animation, with the second page conditioned by a switch, but make the player interact with a different event. If the player needs to be standing below your animated event and facing up, simply put a second event on the tile the player needs to stand on, and check the THROUGH box. Then put all of your event commands into this event, not the visible one. Make it check if the player is facing the correct direction, and if they are, turn on the switch (which makes the animation change), run the rest of the event commands, and if you want the animation to revert again once the interaction is over, just turn the switch off again. -
The spritesheet for him looks like this.
He has to play left/right endlessly until talked to. Then, he switches to down->up and starts dialogue.
The problem is that whenever player interacts with him from sides, he bugs out and plays 1 frame of either left or right and ignores its order.
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I am so confused by that sprite sheet. It is not a full sprite sheet and all 4 poses appear to be identical except for the last one's eyes. Can you please explain what you are wanting the sprite to do when not being talked to/talked to?
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Actually down and up are different. Its animation in which event looks towards player. I made total of 7 event pages and did some changes to my spritesheet order. Now its perfect.
Thread may be closed
P.S.
Pose 2 and 3 difference is in light from the console. Pose 1 and 4 eyes are higher. Its supposed to look like event looks up towards player. -
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