Constant Animation for Events

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wrigty12

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When you play an animation during an event set to Parallel Process, the animation plays, but then it's blank for a split second when it restarts the animation.

Is there a way to make the animation look without this skip? I want it to seem like a continuous loop.
 

Andar

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please show us a screenshot of the parallel process you made for that animation display. without waits there should not be a notizable delay (the parallel process loops sixty times per second without lag and without waits)
 

wrigty12

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There it is. There are also no blank frames in the animation.
 

Andar

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There it is. There are also no blank frames in the animation.
"Wind barrier" is not a default animation. please show a screenshot of that animation as well, and check if the same delay happens when you use one of the default animations...
 

wrigty12

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All "Wind Barrier" is is "Wind All" with the tornado removed, Effects removed, and the opacity set to 255 for all frames.

Yes, the delay is there with default animations.

 

Engr. Adiktuzmiko

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most animations have an extra frame that is kind of blank, so that might be causing it
 

wrigty12

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It isnt a blank frame. I made sure that there was no blank frames, and that all frames were at 255 opacity. I've had problems with this before on another project, and I have found forums where people have the same problem. I just haven't found any working solutions.
 

Engr. Adiktuzmiko

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Is the animation set to wait until it finishes? if yes,then maybe you can make it not wait, then use your own wait command to make it wait for 1 frame less
 

wrigty12

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It is not set to wait. No matter what I set my custom "wait" to (including a 0 wait, a one-less wait, and everything in between) there is still that little blank skip. 

It has to be how the game displays an animation, and not how the event is using it.
 

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ah yes, probably because animations are done 1 by 1 by sprites... so you can't really run two animations on the same sprite at once by default, so it results to some kind of 1 frame lag in between successive animations... your method actually tries to run that animation EVERY FRAME


what you can do is have another event, place it on that same place via moveto script call... then your parallel process will alternate between showing the animation on the two events, using a wait of the total frames - 1
 
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wrigty12

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Yeah, I tried looking for "Looping" Scripts, and the ones I tried always did the 1 Frame skip.

I tried the idea you are offering and couldn't get it timed right. But I will try again, because I think I know what I did wrong.
 

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Actually, I think Shaz has a looping animation script... look for it
 

wrigty12

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I found it, but it thought it would conflict with some other scrips I had.

But upon its instillation, I haven't had problems! :D
 

Shaz

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Nice ;)


There WAS a recent issue with no animation for a single frame (might be what you're talking about up there), but someone pointed it out and I managed to fix it.


If you do have further issues with that script, just post in the script's topic and I'll take a look at it :)


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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