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« Reply #15 on: August 29, 2009, 11:14:36 AM » |
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I LOVE YOU CAMELOT!
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« Reply #16 on: August 29, 2009, 11:01:29 PM » |
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THX FOR THE FIND i can definantly use this in my up coming PSA characters
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« Reply #17 on: August 30, 2009, 01:56:01 PM » |
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I love you... In a platonic way, I mean.
No, but Seriously, this is an awesome find. You are awesome.
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« Reply #18 on: September 02, 2009, 11:02:36 PM » |
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I'm having a little problem with the code. When I used it, it didn't speed up the GFX or SFX; not the effects themselves, because I realize that's not what this does, but when they were activated. I have the code at the beginning putting the move at 10x speed, then at frame 10 returning the speed to normal as a method to skip the beginning of an animation. The problem is that when I do that, the GFX and SFX happen like I never used the code at all, appearing 10 frames late. Interestingly, because of how I was using a subroutine, I change sub-action with a pass frame from the move to itself again when I land in the middle of the move, and that fixes the problem. But if I'm in the air for the entire move, it messes up.
I also had some problems with hitboxes when I sped a sub-action up by 1.5, but I figured that was because I was mashing 3 frames into 2, so some were being skipped.
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« Reply #19 on: September 02, 2009, 11:12:02 PM » |
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you have to use the frame speed event on other and gfx and sfx areas too you cant just put it on main and make it all work
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« Reply #20 on: September 02, 2009, 11:38:03 PM » |
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I tried that. Also, I've had it work for every section when I only put it in the main, so don't say you can't, because you can.
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« Reply #21 on: September 02, 2009, 11:38:49 PM » |
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never worked for me but whatever
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« Last Edit: September 02, 2009, 11:45:35 PM by alphabayton »
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« Reply #22 on: September 03, 2009, 10:53:56 AM » |
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They all work.
Only thing I dislike about this is the frames also take into account the speed change.
So if the speed was sped up 10x, 600 frames would be 1 second.
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« Reply #23 on: September 03, 2009, 06:42:58 PM » |
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then dont turn it up that high...???
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« Reply #24 on: September 04, 2009, 02:44:24 PM » |
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Yeah, i can understand why that could be problematic
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« Reply #25 on: September 04, 2009, 05:04:52 PM » |
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then dont turn it up that high...???
It's the lowering into decimals that messes me up
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« Reply #26 on: September 12, 2009, 08:25:23 PM » |
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Can this also be used to play an animation backwards by simple making the number a negative? (I don't have time to test this myself at the moment)
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« Reply #27 on: September 13, 2009, 05:20:10 AM » |
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then dont turn it up that high...???
It's the lowering into decimals that messes me up Yeah, what if you wanted to make the frames of an animation slower?
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« Reply #28 on: September 13, 2009, 04:02:29 PM » |
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Then up the speed back to 1x right after the frames you want to slow?
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