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there's currently no animation system (they are all playing at constant animation index=0).
Frame[n] holds current frames for every entity, we should implement an animation index change system with animation blending available (new feature)
EDIT: Fix frame[n] for monster and characters due to recent change in instance system
The text was updated successfully, but these errors were encountered:
I'll leave some notes here so I don't forget.
Currently I have frames[n] that hold frames pointers for all instances of battleEntities (monster+weapon+chara). All anims are fixed at 0, therefore there should be a system that:
Takes animation Id and entity pointer (length by monsters + chara + weapon)
Sets the animation Id to some array like frame[n], maybe frame[,]?
Force frame[n] = 0 for specific Id, so the animation doesn't start in the middle.
Thankfully FF8 animations are built so there's no really need for n-animation blending- also they are modular, like the whole Squall attack is actually AFAIR 3 animations, starting run, running, strike start, striking and jumping back. When I was playing with enemy coordinates it looks like the animation origin position is actually calculated by enemy position, therefore if we set enemy behind the Squall, the character would actually run back
also worth to note that the frame[n] is actually broken after updating the encounters and working on single-instance of debug_battleDat (thanks to that there's no more need to actually read the same monster two, three or even four times saving both: CPU and memory (RAM had to hold 4x the same data in worst case)
there's currently no animation system (they are all playing at constant animation index=0).
Frame[n] holds current frames for every entity, we should implement an animation index change system with animation blending available (new feature)
EDIT: Fix frame[n] for monster and characters due to recent change in instance system
The text was updated successfully, but these errors were encountered: