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Animating NPC
Posted: Mon Aug 18, 2014 4:16 pm
by Eyesoar
How do I make an NPC like 209 (motherbrain) which has no animation when just standing there, have an animation? I'm trying to change its graphic into something that faces left when moving left and faces right while moving right. And depending on which way its facing will also have a walking animation in that direction.
Re: Animating NPC
Posted: Mon Aug 18, 2014 5:12 pm
by Black Mamba
You have to add extra frames and add code telling which frames are for animation and which ones are for the hit effect.
Re: Animating NPC
Posted: Mon Aug 18, 2014 6:06 pm
by FallingSnow
I don't think you can customize mother brain that much due to the frame setup for when she takes damage, but I could be wrong.
Re: Animating NPC
Posted: Mon Aug 18, 2014 6:33 pm
by Black Mamba
I did it.
Re: Animating NPC
Posted: Mon Aug 18, 2014 8:29 pm
by Eyesoar
Can you explain how to add these "extra frames" and "code"?
Re: Animating NPC
Posted: Tue Aug 19, 2014 5:48 pm
by Chad
In the same folder as your level, make a Notepad file named "npc-209" (same name as Mother Brain's NPC file). Inside, put "frames=#" (# of course being the number of frames) and it will animate as such depending on the graphic. To give it two directions to face, add "framestyle=1" on a new line of the text file as well.
If you do this, though, then the hurt frames won't work. The animations will constantly loop regardless of which frames are supposed to do what. To maintain the hurt frames, you have to keep the original frame setup (where it's two frames per direction and the second frame of each direction is the hurt frame).
Re: Animating NPC
Posted: Tue Aug 19, 2014 5:53 pm
by zioy
Chad wrote:In the same folder as your level, make a Notepad file named "npc-209" (same name as Mother Brain's NPC file). Inside, put "frames=#" (# of course being the number of frames) and it will animate as such depending on the graphic. To give it two directions to face, add "framestyle=1" on a new line of the text file as well.
If you do this, though, then the hurt frames won't work. The animations will constantly loop regardless of which frames are supposed to do what. To maintain the hurt frames, you have to keep the original frame setup (where it's two frames per direction and the second frame of each direction is the hurt frame).
You could give it an coating of invisible Goombas, and if one of them dies, it switches into its hurt frame (which is a foreground BGO replacing an NPC)