Need help with enemy animations in my shooter game
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GameDev_Alex
Posted on April 9, 2024 • Intermediate
🎮 Enemy animation help needed
Hey everyone! I’m working on this shooter game and I’m trying to give the enemies different sprites for when they’re moving vs when they’re stationary. I need some help with the animation system.
Right now my enemies just use one static image, but I want them to have:
- Walking animation when moving
- Idle animation when standing still
- Smooth transitions between states
I’m not sure how to set this up properly. Any guidance would be awesome! 🙏
AnimationPro_Nathan
Replied 15 minutes later • ⭐ Best Answer
Great question @GameDev_Alex! Enemy animations are key to making games feel alive. Here’s a complete system for you:
🎨 Animation System Flow
Here’s how a proper enemy animation system works:
🎭 Step 1: Costume Setup
First, organize your costumes with a naming convention. For each enemy type:
- Idle costumes: enemy_idle_1, enemy_idle_2, enemy_idle_3
- Walking costumes: enemy_walk_1, enemy_walk_2, enemy_walk_3, enemy_walk_4
when flag clicked set [animation state v] to [idle] set [frame number v] to [1] set [animation speed v] to [0.2]
🚶 Step 2: Movement Detection
Detect when your enemy should be walking vs idle:
when flag clicked forever // Check if enemy is moving set [old x v] to (x position) set [old y v] to (y position) wait (0.1) seconds if <<(x position) = (old x)> and <(y position) = (old y)>> then set [animation state v] to [idle] else set [animation state v] to [walking] end end
🎬 Step 3: Animation Controller
Create the main animation system:
when flag clicked forever if <(animation state) = [idle]> then // Idle animation (3 frames) switch costume to (join [enemy_idle_] (frame number)) wait (animation speed) seconds change [frame number v] by (1) if <(frame number) > [3]> then set [frame number v] to [1] end else // Walking animation (4 frames) switch costume to (join [enemy_walk_] (frame number)) wait (animation speed) seconds change [frame number v] by (1) if <(frame number) > [4]> then set [frame number v] to [1] end end end
⚡ Step 4: Advanced Animation System
For more complex animations, use this improved version:
// Custom block: play animation define play animation (type) frames (count) speed (delay) set [current animation v] to (type) set [max frames v] to (count) set [frame delay v] to (delay) set [frame number v] to [1] // Main animation loop when flag clicked forever switch costume to (join (join (current animation) [_]) (frame number)) wait (frame delay) seconds change [frame number v] by (1) if <(frame number) > (max frames)> then set [frame number v] to [1] end end // Usage examples: when I receive [start idle v] play animation [enemy_idle] frames [3] speed [0.3] when I receive [start walking v] play animation [enemy_walk] frames [4] speed [0.15]
This system gives you smooth, professional-looking enemy animations! 🎯
GameDev_Alex
Replied 45 minutes later
@AnimationPro_Nathan This is incredible! Thank you so much! 🎉
I implemented the basic version and it works perfectly. My enemies now smoothly transition between walking and idle animations. The naming convention tip was especially helpful!
One follow-up question - how would I add attack animations to this system?
AnimationPro_Nathan
Replied 20 minutes later
@GameDev_Alex Great question! For attack animations, add this to your system:
// Attack animation trigger when I receive [enemy attack v] set [animation state v] to [attacking] set [frame number v] to [1] set [attack finished v] to [false] // Modified animation controller if <(animation state) = [attacking]> then switch costume to (join [enemy_attack_] (frame number)) wait (0.1) seconds // Faster for attack change [frame number v] by (1) if <(frame number) > [3]> then // 3 attack frames set [animation state v] to [idle] set [attack finished v] to [true] broadcast [attack complete v] end end
This plays the attack animation once, then returns to idle. Perfect for combat! ⚔️
Vibelf_Community
Pinned Message • Moderator
🎮 Master Advanced Animation Techniques
Excellent discussion on enemy animations! For developers ready to create even more sophisticated animation systems, our community can help with:
- 🎭 State machine animations
- 🔄 Blend transitions
- ⚡ Performance optimization
- 🎨 Advanced sprite techniques
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