Archiverse Internet Archive
投稿のみ 投稿と返信
前のページ(最近)
1 2 3 4 5 6 7 8 9
次のページ(過去)
返信[11]
親投稿
Caesar Caesar267
In this section, I'll tell you about animation targets. Animation targets determine what the information in your data array will do. (Try switching animation targets for some pretty interesting results!) There are 7 animation targets. (Animation Targets are put after the management number of the sprite in the SPANIM command) (Write either input the numbers or text strings for the anima-target.)
1そうだね
プレイ済み
返信[10]
親投稿
Caesar Caesar267
Super sorry! I just realized I forgot to add a really important detail about arrays. When you are inputting frame and effect data, always remember to put an equals sign before the info. Example (Sorry can't write equals signs): DIM ANIM[2] ANIM[0] (equals) -60 ANIM[1] (equals) 560 The general rule that I learned about arrays when used in animation is "Time, effect, time, effect...etc."
1そうだね
プレイ済み
返信[9]
親投稿
Caesar Caesar267
So here is how we put the first part of the array: ANIM[0] -60 According to an example I read -60 is a smooth frame rate. Really depends on how fast you want your animation to go. Now we can set up the next part (the data/effect we want to animate) ANIM[1] 590 The example I'm writing here is for changing the sprites image. For other things such as X, Y, and Z coordinates, it'll be different.
1そうだね
プレイ済み
返信[8]
親投稿
Caesar Caesar267
So here is what it should look like right now: DIM ANIM[2] (ANIM and the number of elements can be changed, but you need the DIM command.) Now you can add elements. You need to start with how fast/slow you want the animation to go. This is determined by frames. For some reason you need to put the number of frames as a negative number. (Sorry. Still pretty new to this so I don't know)
1そうだね
プレイ済み
返信[7]
親投稿
Caesar Caesar267
(Continued from step 2) You could also think of a data array like a schedule. You start by writing DIM (put a name here) and then put how many elements you have in it in brackets. (Like you might add a title to a schedule and how many things you need to do.) Now you're ready to put in your information. (The information you put in will be different depending on what your animating XY, Z, etc.
1そうだね
プレイ済み
返信[5]
親投稿
Caesar Caesar267
Here is (at least the beginning) of my step-by-step explanation. 1. Prepare your sprite with the Spanim command. (example: SPANIM 0, 560) 2. Set up a data array. (If any of you are like me when I first read this, you might think, "What is a data array?" I don't know everything about arrays, but here is what I do know.. A data array is like a variable that can store more than one variable.(cont)
1そうだね
プレイ済み
返信[4]
親投稿
Caesar Caesar267
The program is an animation of a cat walking across the top screen and falling asleep. Here is the public key to download it: 4R33DX9D. If you download it and go to edit mode, you will see how I wrote this program and some explanatory comments I wrote as well. I hope this helps some of you! For those interested in the other things I mentioned that I wanted to write please see the next posts
2そうだね
プレイ済み
返信[1]
親投稿
Caesar Caesar267
Post 2 Before I go into a short step-by-step explanation of how this works and talk about some stuff that helped me learn, I wanted to let you all know I made an example program that will hopefully help you start animating some stuff of your own. (Continued)
2そうだね
プレイ済み
トピック
Caesar Caesar267

How to animate in Smile Basic.

Hello, everyone! I was looking for some help with learning how to animate sprites a couple days ago, but I didn't find anything. I also noticed that there were some other people looking for the same thing. I finally understand the basics of sprite animation. So, I thought I'd write this post to share what I've learned. (Out of space. Continued in post 2)
8そうだね
プレイ済み