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Hi there! ^^

I guess that is the way it already works. You can adjust a delay for the character to enter in the idle frame:

You can adjust the Idle delay for what you want. So when a character stop moving or anything, it will take 60 frames before enter in the idle pose.

Or I misunderstood what you mean?

Thank you very much for taking the time to reply! You're always so kind, it really is appreciated :)

I'm actually a bit confused, because I've ran some tests by adjusting the Idle Delay like you showed me, but the animation is not behaving like I'm expecting it to. Here's what I tried:

- I have two character sheets: $char.png (a 2 frames idle animation - 1st frame is not blinking and 2nd frame is blinking ) and $char_walk.png (an 8 frames walking animation)

- I set them up in the Character Frames plugin parameters as 2,2,2,2 and 8,8,8,8

- I set them up in the Character Poses plugin parameters so that they would be linked

- I tried this setup with no Idle Delay. The walking animation works perfectly! However, when I stop moving my character, only the first frame (not blinking) is shown. No matter how long I wait, the second frame (blinking) never appears. I tried to play around with the Animation Wait Method formula in the Character Frames plugin, but I can't seem to get it to work. Could it be because my character isn't moving, so this.realMoveSpeed is 0, which messes up the formula? Or maybe this is normal behavior, and the plugin doesn't support multiple frames for idle poses?

- I also tried the same setup with Idle Delay. From what I understand, it adds the delay before the character sheet is changed? In my test, the character stopped moving, but the last frame of the walking animation is shown during the idle delay. What I was trying to achieve is make the idle pose appear straight away, but instead of each frame lasting the same duration, it would stay longer everytime it's on Frame 1. So my character would go: Frame 1 (not blinking for ~ 100 frames), Frame 2 (blinking for ~ 20 frames). In this example, I could achieve the same result with a 6 frames character sheet where Frames 1 to 5 would be not blinking and Frame 6 would be blinking, this way they would have the same duration but the character sheet would have to be much bigger.

I hope my explanation is a bit clearer ^^' English is not my first language, so let me know if anything isn't clear. In any case my idea won't work if I can't get the idle animation to run at all >.< I would really appreciate your input on this! If you need me to, I can also send a sample project :)

Hmm. I think I understood what you want. But the plugin does not work that way.

It currently works like that:

  1. Character is walking.
  2. Character stops walking.
  3. Checks for how many frames the character is not moving.
  4. If that amount of frames is higher or equal than the Idle Delay, it will change to the Idle pose.

While on a pose, the plugin will not give you a way to wait specific amount of frames to change each pattern inside that pose. The idle delay only works for the transition moment. Meaning, while walking, then stops, wait for the delay, then change.

On the "No Idle Delay" setup the second pattern is not appearing because probably the character does not have the Step Animation ON. So the patterns only changes if he is moving.

You can use the pose common event to set the Step Animation ON when the character is entering on the idle pose. See my sample project for details.

Another way would be manually change the pattern of the character using my Character Manager plugin. When entering on the idle pose, you could make the common event wait x amount of frames, then change pattern using plugin commands.

(+1)

Thank you for your explanation, that makes sense :)

I tested your method and it works great! I'm still debating on whether to change patterns manually through common events or just use bigger sprite sheets. It might be better for the performance to have a few extra poses in my sprite sheets instead of calling for common events every time I want a character to blink. But thanks to you, I can actually choose which method I prefer!

Also I hadn't noticed your Character Manager plugin, so thanks for pointing it out. It has some very useful features so I'll be sure to download it!

Nice you manage to make it work!

If that specific animation will only work for the player and followers, you shouldn't worry about performance with the pose common event :)

But glad now you have two ways to achieve what you want ^^