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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 ^^