Hi i am trying to animate a sprite and am not sure what i am doing wrong. Basically what i want to do is repeat 2 frames back and forth for a second. I ran the makespr program and it created the sprite but when i entered the game it is not animating. Below is a copy of the script. Please let me know what the hell i'm doing wrong. It is very frustrating since this is my first sprite.
################################################## ############
# This is a sample Unit Sprite script.
################################################## ############
0 # this leading zero is required (it can be any number. A number
# here is required, but ignored currently
#
# The UNIT_SPRITE keyword indicates that this is a sprite for units
#
UNIT_SPRITE
{
# The UNIT_SPRITE_MOVE tag specifies whether this sprite has
# a Move action. It has a value of either 0 or 1. If it's 0,
# no sprite action definition block is required. Since it's 1,
# this block is required.
#
UNIT_SPRITE_MOVE 1
{
# This is the sprite action definition block. All sprite
# actions require this block if the sprite action is defined.
#
SPRITE_NUM_FRAMES 2 # number of frames of animation
SPRITE_FIRST_FRAME 0 # the index of the first frame
SPRITE_WIDTH 96 # the width of each sprite image
SPRITE_HEIGHT 72 # the height of each sprite image
SPRITE_HOT_POINTS # the hot points (center points) of
# the sprite for each of the 5 facings
49 54 # facing 1
43 51 # facing 2
50 48 # facing 3
58 38 # facing 4
74 53 # facing 5
}
# The ANIM block is required for each UNIT_SPRITE_* action block
# that is defined (set to 1, and has a sprite action definition
# block.) It describes the animation that will pay, given the
# sprite frames described in the UNIT_SPRITE_* block.
#
ANIM 1
{
ANIM_TYPE 2 # what type of animation is this?
# 0 = sequential (play through from
# the first frame to the last
# defined frame
# 1 = looped (starts over at the
# first frame when it's gone
# through all of the frames
# 2 = back-n-forth (reverses
# direction of playback when
# it reaches the last frame,
# and playes back to the first
# before reversing direction
# again.
ANIM_NUM_FRAMES 2 # How many frames of animation?
ANIM_PLAYBACK_TIME 1000 # How much time does it take to play
# back the animation (in ms.) This
# is not currently supported.
ANIM_DELAY 100 # amount of time to repeat the very
# last frame of the animation before
# continuing (when playing looped
# or Back 'n Forth animations)
ANIM_FRAME_DATA # the list of the sprite frames to
1 2 # to play (must be the same number
# as defined in ANIM_NUM_FRAMES)
#
# The ANIM_MOVE_DELTAS are nudges applied to each frame of
# animation which bump the draw location the specified offset.
# They allow an single static frame to be moved around a fixed
# location, for instance.
#
# There's one per frame of animation as defined in
# ANIM_NUM_FRAMES
#
ANIM_MOVE_DELTAS 1
{
0 0
0 0
}
#
# This is a 4 bit transparency value, ranged from 0-15, to be
# applied to each frame. This allows the sprite to fade in or
# out over the course of animation, or whatever transparency
# might be used for. 0 is invisible, 15 is opaque
#
ANIM_TRANSPARENCIES 1
{
15 15
}
}
#
# The Attack animation for this sprite. As you can see, this
# unit doesn't have an Attack animation, so the tag's value is zero.
# Because this tag's value is zero, there's no sprite action
# definition block, and no ANIM {} block associated with this action.
#
UNIT_SPRITE_ATTACK 0
#
# The Idle animation for this unit. There's no Idle animation
# either.
#
# If this sprite had an idle animation, the format of the sprite
# action definition block would be exactly the same as the format
# of the Move block above
#
UNIT_SPRITE_IDLE 0
#
# This Unit DOES have a victory/death animation. For this sprite
# action definition block, and this one only (Victory) there's
# an additional flag field immediately following the
# UNIT_SPRITE_VICTORY tag, and that's UNIT_SPRITE_IS_DEATH, which
# is set to either 0 (indicating that this animation specifies
# a Victory animation--an animation to play when this unit wins
# a battle) or 1 (indicating that this is a death animation, which
# will play when the unit is killed.)
#
UNIT_SPRITE_VICTORY 0
#
# This is the Unit Sprite's Work animation (Special Animation)
# to be used when doing special attacks or special movement.
#
# As you can see, it's not defined.
#
UNIT_SPRITE_WORK 0
#
# Unit Sprite Attributes Section
#
#
# This section specifies a bunch of unit sprite attributes
#
#
# Firepoints
#
# This block indicates where on the sprite that ammunition should
# originate when the unit attacks. This is currently ignored.
#
UNIT_SPRITE_FIREPOINTS 0
# Work Firepoints
#
# This block indicates where on the sprite that the ammunition
# should originate when the unit special attacks. This is also
# currently ignored.
#
UNIT_SPRITE_FIREPOINTS_WORK 0
# UNIT_SPRITE_MOVEOFFSETS
#
# These are sprite nudges to be applied when the unit is moving.
# They are an alternate way of specifying how many pixels in each
# direction that unit should move. There's one pair of offsets
# (x,y) for each facing (1-5).
#
# These are not currently used in the engine.
#
UNIT_SPRITE_MOVEOFFSETS 0
# UNIT_SPRITE_SHIELDPOINTS
#
# This tag's block, when defined, allows you specify where the
# unit's herald shield will appear in the sprite for each of the
# 5 facings, for each of the 5 actions that the unit will perform.
#
# Often a fixed shield position wouldn't always work, as the shield
# might cover up an important part of the sprite. This block
# allows specific points to be used.
#
UNIT_SPRITE_SHIELDPOINTS 1
{
UNIT_SPRITE_SHIELDPOINTS_MOVE
82 9
82 9
82 9
82 9
82 9
UNIT_SPRITE_SHIELDPOINTS_ATTACK
48 36
48 36
48 36
48 36
48 36
UNIT_SPRITE_SHIELDPOINTS_IDLE
48 36
48 36
48 36
48 36
48 36
UNIT_SPRITE_SHIELDPOINTS_VICTORY
82 9
48 36
48 36
48 36
48 36
UNIT_SPRITE_SHIELDPOINTS_WORK
48 36
48 36
48 36
48 36
48 36
}
}
Also to let you know i created 2 frames for each facing for a total of 10 frames. I named them GU01MA1.0.TIF, GU01MA1.1.TIF, GU01MA2.0.TIF, GU01MA2.1.TIF and so on.
Thanks in advance.
------------------
Gemini
################################################## ############
# This is a sample Unit Sprite script.
################################################## ############
0 # this leading zero is required (it can be any number. A number
# here is required, but ignored currently
#
# The UNIT_SPRITE keyword indicates that this is a sprite for units
#
UNIT_SPRITE
{
# The UNIT_SPRITE_MOVE tag specifies whether this sprite has
# a Move action. It has a value of either 0 or 1. If it's 0,
# no sprite action definition block is required. Since it's 1,
# this block is required.
#
UNIT_SPRITE_MOVE 1
{
# This is the sprite action definition block. All sprite
# actions require this block if the sprite action is defined.
#
SPRITE_NUM_FRAMES 2 # number of frames of animation
SPRITE_FIRST_FRAME 0 # the index of the first frame
SPRITE_WIDTH 96 # the width of each sprite image
SPRITE_HEIGHT 72 # the height of each sprite image
SPRITE_HOT_POINTS # the hot points (center points) of
# the sprite for each of the 5 facings
49 54 # facing 1
43 51 # facing 2
50 48 # facing 3
58 38 # facing 4
74 53 # facing 5
}
# The ANIM block is required for each UNIT_SPRITE_* action block
# that is defined (set to 1, and has a sprite action definition
# block.) It describes the animation that will pay, given the
# sprite frames described in the UNIT_SPRITE_* block.
#
ANIM 1
{
ANIM_TYPE 2 # what type of animation is this?
# 0 = sequential (play through from
# the first frame to the last
# defined frame
# 1 = looped (starts over at the
# first frame when it's gone
# through all of the frames
# 2 = back-n-forth (reverses
# direction of playback when
# it reaches the last frame,
# and playes back to the first
# before reversing direction
# again.
ANIM_NUM_FRAMES 2 # How many frames of animation?
ANIM_PLAYBACK_TIME 1000 # How much time does it take to play
# back the animation (in ms.) This
# is not currently supported.
ANIM_DELAY 100 # amount of time to repeat the very
# last frame of the animation before
# continuing (when playing looped
# or Back 'n Forth animations)
ANIM_FRAME_DATA # the list of the sprite frames to
1 2 # to play (must be the same number
# as defined in ANIM_NUM_FRAMES)
#
# The ANIM_MOVE_DELTAS are nudges applied to each frame of
# animation which bump the draw location the specified offset.
# They allow an single static frame to be moved around a fixed
# location, for instance.
#
# There's one per frame of animation as defined in
# ANIM_NUM_FRAMES
#
ANIM_MOVE_DELTAS 1
{
0 0
0 0
}
#
# This is a 4 bit transparency value, ranged from 0-15, to be
# applied to each frame. This allows the sprite to fade in or
# out over the course of animation, or whatever transparency
# might be used for. 0 is invisible, 15 is opaque
#
ANIM_TRANSPARENCIES 1
{
15 15
}
}
#
# The Attack animation for this sprite. As you can see, this
# unit doesn't have an Attack animation, so the tag's value is zero.
# Because this tag's value is zero, there's no sprite action
# definition block, and no ANIM {} block associated with this action.
#
UNIT_SPRITE_ATTACK 0
#
# The Idle animation for this unit. There's no Idle animation
# either.
#
# If this sprite had an idle animation, the format of the sprite
# action definition block would be exactly the same as the format
# of the Move block above
#
UNIT_SPRITE_IDLE 0
#
# This Unit DOES have a victory/death animation. For this sprite
# action definition block, and this one only (Victory) there's
# an additional flag field immediately following the
# UNIT_SPRITE_VICTORY tag, and that's UNIT_SPRITE_IS_DEATH, which
# is set to either 0 (indicating that this animation specifies
# a Victory animation--an animation to play when this unit wins
# a battle) or 1 (indicating that this is a death animation, which
# will play when the unit is killed.)
#
UNIT_SPRITE_VICTORY 0
#
# This is the Unit Sprite's Work animation (Special Animation)
# to be used when doing special attacks or special movement.
#
# As you can see, it's not defined.
#
UNIT_SPRITE_WORK 0
#
# Unit Sprite Attributes Section
#
#
# This section specifies a bunch of unit sprite attributes
#
#
# Firepoints
#
# This block indicates where on the sprite that ammunition should
# originate when the unit attacks. This is currently ignored.
#
UNIT_SPRITE_FIREPOINTS 0
# Work Firepoints
#
# This block indicates where on the sprite that the ammunition
# should originate when the unit special attacks. This is also
# currently ignored.
#
UNIT_SPRITE_FIREPOINTS_WORK 0
# UNIT_SPRITE_MOVEOFFSETS
#
# These are sprite nudges to be applied when the unit is moving.
# They are an alternate way of specifying how many pixels in each
# direction that unit should move. There's one pair of offsets
# (x,y) for each facing (1-5).
#
# These are not currently used in the engine.
#
UNIT_SPRITE_MOVEOFFSETS 0
# UNIT_SPRITE_SHIELDPOINTS
#
# This tag's block, when defined, allows you specify where the
# unit's herald shield will appear in the sprite for each of the
# 5 facings, for each of the 5 actions that the unit will perform.
#
# Often a fixed shield position wouldn't always work, as the shield
# might cover up an important part of the sprite. This block
# allows specific points to be used.
#
UNIT_SPRITE_SHIELDPOINTS 1
{
UNIT_SPRITE_SHIELDPOINTS_MOVE
82 9
82 9
82 9
82 9
82 9
UNIT_SPRITE_SHIELDPOINTS_ATTACK
48 36
48 36
48 36
48 36
48 36
UNIT_SPRITE_SHIELDPOINTS_IDLE
48 36
48 36
48 36
48 36
48 36
UNIT_SPRITE_SHIELDPOINTS_VICTORY
82 9
48 36
48 36
48 36
48 36
UNIT_SPRITE_SHIELDPOINTS_WORK
48 36
48 36
48 36
48 36
48 36
}
}
Also to let you know i created 2 frames for each facing for a total of 10 frames. I named them GU01MA1.0.TIF, GU01MA1.1.TIF, GU01MA2.0.TIF, GU01MA2.1.TIF and so on.
Thanks in advance.
------------------
Gemini
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