A little bit of work on the Appleman last week-end (at last, you could add and I wouldn't blame you). I've got the "shocked" animation revised, added "carried" animations and gathered infos about where these are in green.spr.
I'll still need to see why there is no "bounce" when it is shocked (reason: it's just using stopper and the animation is supposed to do the job) and patch the greent.cmd level script on the SD card of DarkneSs, because it still show the appleman with big purple punches instead of feet. (appleman.cmd must be correct, since level 2 doesn't seem to have any similar issue).
So let's add tonight "undead feet" animations, check a "do not loop stunned animation" that must be over 1 year old in my notebook. I've got another notebook where I've written down blador's behaviour ... let's merge that into appleman's script and we'll cleanup the resulting code mess once the home mess is tidied up.
edit: adding the wandering feet turned out extremely annoying. They're one-sprite objects, unlike most of the things I animate with AnimEDS, and it seems the software still handle that in a very different manner: touching an sprite in the side panel adds a frame with that item, rather than changing the current frame. It also breaks relationship between timeline, frame editor and buttons in general. I'll have to get that fixed: it really breaks the user experience...
edit': pick up works, stun works, wandering feet work. Apple/water interaction is a catastrophy, throwing only work from times to times, and there's something odd when you stomp on a stunned apple (blador acted as a platform there, appleman won't). That feels like it should roll instead ... A good thing animation 2.0 freed some frames ;)
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