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Nba live 18 companion app not working
Nba live 18 companion app not working







nba live 18 companion app not working

Tip: This is useful when you want to tie some logic that's triggered when a certain index is reached. This block reports the index that the animation is currently playing. Switching to an invalid frame leads to nothing happening. Note: Frame indices are displayed in the gray boxes and start from 0.

nba live 18 companion app not working

Specify the frame index you wish to jump to. This block lets you skip around an animation or reset an animation to its starting frame. This is only useful for animations that aren't set to loop. Returns true if the current animation is still playing, otherwise it returns false. Note that this returns the animation, not the textual name of the animation. This block returns the animation that is currently playing. Instead, use the "as animation" block and type the name into that. Note: Do not type in the animation name directly. This block switches the actor's animation to the one you specify.

nba live 18 companion app not working

Switching AnimationsĪll of these blocks are found under Actor > Drawing.

#NBA LIVE 18 COMPANION APP NOT WORKING HOW TO#

We cover how to define Collision Bounds in our Collisions article. There, you will be able to edit your Animation's Collision Bounds on a per-animation basis. To define Collision Bounds, flip to the "Collisions" page of the Actor Editor.

nba live 18 companion app not working

By default, we use an image editor that we bundle in, but you can set it to any app you like, such as Photoshop, GIMP or Paint.NET. Note: You set the External Editor from Stencyl's Preferences dialog. Then, click the Edit Image button to open it up an external editor. This is useful for making small tweaks to the graphics, without having to re-import the whole animation.ĭouble-click a frame's box to bring up its edit dialog. Individual animation frames can be edited in an external editor. To edit multiple frame durations at a time, select multiple frames (using SHIFT or CTRL/Command) and click Edit Frame in the bar below. Double-click each frame's box to edit the duration. By default, this is set to the center point.Įvery frame can be given a different duration (in milliseconds). The origin point is used to determine the point by which an actor rotates or scales. Origin PointĪn Animation can also have a designated origin point. Have you noticed that their animations always look the same no matter what? If this weren't the case, it would look disconcerting. To put this more concretely, think about the coins in a Mario game. Synchronized animations will animate in at the same time as each other. Looping?įrames can be set to loop or play through just once. Now that you've imported an image, you'll see its details, We'll step through what each part means.Įach animation state is given a name, which you use when you want to switch animations. Dragging in an image to the Dashboard or an editor that is not the Actor Editor will have varying effects, none which will import a new animation for the current Actor.Dragging in an animated GIF will bypass the dialog and immediately import the frames.Doing this will bring up the dialog you see in Step (2) of the standard method. You can drag and drop an image into Stencyl while the Actor Editor is open. Note: Mobile games have to import images at quadruple their size in order to accomodate larger resolution displays. That's it.Īfter importing frames, you can give the Animation a name, alter frame durations and other properties we described above. The majority of images do not need to worry about these fields. If applicable, enter in values for the border and spacing fields. Now, configure columns and rows to break up the image, as appropriate depending on how many cells it has in those directions. Want to follow this exact example? Use this image. In this instance, we're assuming you've already got an Actor open in the Actor Editor.Ĭlick on Click here to add frame under the Frames pane. You can import animations in one of several ways. Now that you understand what animations are, let's go over the import process. When these images change quickly over a period of time, the result is an animation.Ĭollision Bounds determine the physical shape(s) that an an actor assumes in a particular Animation state. Each frame represents a a different image or "page" in the book. Destructible Objects that "break" when hit by something else (Broken, Not Broken)Įach Animation state consists of 2 separate parts:įrames are like pages in a flipbook.A platformer hero's states (Stand, Walk, Run, Jump).They represent the visuals of an actor, its collision bounds and the notion of being in a certain "state" - such as running, walking and jumping. More Actor TypesĪnimations bring actors to life.









Nba live 18 companion app not working