A very useful way to avoid the flickering problem when using custom animations is to use a timer and a selector instead of a sequencer. Think of the timer as your seconds per stripe and the selector outputs as batteries. Wire the selector outputs (from top to bottom) into the sequential order of your frames. Then wire the timer into the selector cycle. Wire the timer into it's own reset input, and leave the timer's on/off input open so it can loop. This will make a continuous animation loop, with no flicker! Rejoice!
However, how do we turn this animation off when want something else to play? Easy! Simply pop the animation logic onto a microchip. Connect the button input into it's corresponding microchip. So now the animation will only play when it's pressed. Here's an example of that.
You create three separate animations, one for jump, one for run right, and one for run left. X is jump, left stick is run. I have all my animations sitting on their microchips.
We need to know when our hero is running left or right, so we place a direction splitter and wire the left stick into it. Remember, + is right, - is left.
X is wired into jump's microchip, the + on the direction splitter is wired into the run right microchip, and the - on the direction splitter is wired into the run left microchip. Now, when we press X, jump turns on and run turns off, aaaaand vice versa.
But there's one more thing! When I don't do anything, nothing shows up! Le gasp! Well, time to implement an idle animation!
Go about your business, making your idle animation and selectors and all that jazz, then plop it on a microchip. However, this time you are gonna place a NOT gate and wire it into your idle microchip. Go ahead and slap down an OR gate while you're at it. Wire the OR gate into the NOT gate, and wire X and the left stick into the OR gate! Now, when you don't press anything, your wonderful little character will be kicking his feet or picking his nose or doing whatever you're forcing him to do.
And there you go! Just think, if you had used those nasty sequencers, your pixelated protagonist would be flickering left and right, and he would be quite sad. Extremely sad, rather. And he'd also be sad if you didn't wire the selector frames into a sound effect, because he likes it when he can bleep and bloop all over the place.
bleep bloop bleep bloop...
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Limit Flickering When Using Animated Holograms and Basic Character Animation Tutorial
I like the way you put this across. Fry-esque!
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nice tutorial, humorous and informative. Thanks!
sure thing everyone! you will also be able to see this strategy in action when I release my new level, Ultra Turtle Blaster Extreme! -shameless plug-
thanks for this tut. ive been messing about with object and sticker animation and come up with some good ideas that i will publish soon. i jus got stuck with slight flicker. i did manage to smooth it out till was only slight but if this get rid of it then that will be awesome. will give it a go asap
I was recently informed of a way to limit flickering use sequencers, but it has downsides. Simply take the first battery on the sequencer, extend it once, and make it hang off the left edge of the sequencer. However, unless the microchip the sequencer is on is not activated, the frame will always show, so make sure you take that into account. Happy gadding!