#why wouldn't this work?

19 messages · Page 1 of 1 (latest)

finite cave
#

I don't typically use animation end, but you can make it work by using this code:

#

if (image_speed > 0 and sprite_index = spr_player_build_speed)
{
if (image_index >= image_number - 1) spr_player_run
}

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put that in the step event

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its the code that the gms2 manual references for image_index

raw herald
#

ok

finite cave
#

if it doesn't work other factors may ne at play

raw herald
finite cave
#

your first code should work perfectly fine then

raw herald
#

its constanly changing the animation

finite cave
#

but yes that is an issue

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do you have an idle sprite?

raw herald
#

yes

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spr_Player_idle

finite cave
#

if (sprite_index = spr_Player_idle)

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do that before your build speed sprite code

finite cave
#

right after your walksp = 7 code

raw herald
#

hey just heads up is that the building speed sprite plays just before you do a full run