Death Animation of Aquilla, Group 12 #5

0047Hello dear readers and fellow programmers!

This week I’ve been tackling the issue of making a Death animation for the player which is a ship by the name of Aquilla. So I’ve been getting less and less work done mostly because the game is getting more complicated as we progress on due to there beeing more managers and more pieces of the puzzle needing to co-exist and work together, causing errors for minor faults in the code or just lack of knowledge from my side.

So essentially during the rush to make the game reach a higher standard for the Beta which this monday, was semi sucessful. We got alot of work done sadly only a small portion of that work got fully implemented and a even smaller portion got to be displayed during our Beta display due to a minor error. Death animation was still a progress in work but almost “done” already then but it needed additional work.

So every frame of Aquilla previously until it’s “fixed” by our graphic designers is currently 1020 x 720p which isn’t all too bad until you realise there’s a total of of 47 frames which made the spritesheet picture a whooping 49200 x 720, which is my definition of one large image. However this wasn’t the main issues of the death animation that I was having !.

So the issue I was dealing with was something I mentioned early in the post, many pieces of the puzzle working together and the game getting more complicated. The issue itself was that I was trying to use our animation manager, which was used for something entirely diffrent in the same file and so everytime my death animation tried to use animation manager it couldn’t because it was sort of “busy” or “taken”.

So I had a splendid idea of simply copying animation manager and giving it a slight rename making it into a seperate animation manager just for death animation, however this turned out to be a very poor idea due to it wasn’t solving the problem as the problem turned out to be something completly different entirely.

So as of now it seems like I’ve have fixed the death animation as the problem didn’t reside in the animation manager at all rather just a minor miss use when calling out for the animation manager and according to a friend who helped me with this claimed it took so long to load in the death animation it didn’t do until game already switched state, however this is something I’ve yet to confirm.

Anyways thanks for reading my blog and I hope to see you around until next time!
Baein out!

About Peter Ericson

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