S
SunnySunzo
Guest
So I'm using the step event to determine the controls being input into the game not everything is in there yet because I'm transferring across from Drag and Drop coding to executable code blocks.
My problem is with that mess of a code going on in the "if RELEASE" part of the code, to explain what I've tried to do there:
The motion set is of course to stop the player from moving.
line 21 is intended to check if the player's current sprite is either movement animation and if it's animation is complete
then the following two lines are to change it's sprite to the neutral (standing) animation and to set it's image_speed to my preference.
To explain my sprite naming process quickly "PH" means PlaceHolder.
What I want it to do:
I want it to change to the neutral animation when no buttons are being pressed, but I don't want it to interrupt any animations, I want all animations to process and finish before it's reset to the neutral animation (so things look better, and attacks actually process) when using a keyboard_check(vk_nokey) it would interrupt everything constantly
Thank you in advance.
My problem is with that mess of a code going on in the "if RELEASE" part of the code, to explain what I've tried to do there:
The motion set is of course to stop the player from moving.
line 21 is intended to check if the player's current sprite is either movement animation and if it's animation is complete
then the following two lines are to change it's sprite to the neutral (standing) animation and to set it's image_speed to my preference.
To explain my sprite naming process quickly "PH" means PlaceHolder.
What I want it to do:
I want it to change to the neutral animation when no buttons are being pressed, but I don't want it to interrupt any animations, I want all animations to process and finish before it's reset to the neutral animation (so things look better, and attacks actually process) when using a keyboard_check(vk_nokey) it would interrupt everything constantly
Thank you in advance.