by ValturNaa » Wed Sep 27, 2017 2:02 am
There is no such thing as sprite sheets being too large, only being cut wrong, which results in characters appearing in multiple poses at the same time, or only part of the character being drawn at a time. I think you're confusing yoyo animation (the looping you're talking about) with characters moving around. Animating scenes comes in two parts: animating characters, and moving characters around. Giving a character a walk cycle doesn't cause this issue, it's only a game element that can be used when building a scene. If that didn't exist, you would literally just see the characters' flat profiles. The issue is that the character has been given a move sequence where he moves from x to y to z, and that animation has to complete before any other move commands are accepted. Since the script depends on the dialog to tell it when to move to the next part, and that dialog can be skipped, it was getting hung up on the old move cycle until the setup moving him to a new start position was lost. I hoped to find a way of ending the move sequence early so that the "place at position" command was accepted and you could continue the scene from there, but I wasn't able to make it work. So instead, I added a wait command telling the script not to advance the scene until that animation was finished.
I'm not mad. I'm only forty and eighty percent crazy, and that's split between two personalities, which makes me almost half sane.