Animating in MM
Posted: Sat Jul 22, 2023 9:50 am
I'm assuming MM has a different animation engine, but the point is...
I'm trying to make a little animation of mirrors just flashing when you rotate them, which could be done if you animate each mirror angle with the linear mode, where the first frames are the flashing one, but the last one is the usual frame. Despite that, MM doesn't really allow that, because it globally syncs all of the same tiles, which is flashing at the start and just keeping the same last frame on all mirrors until you leave the level. Trying to cancel the global sync with 'global_sync: false' doesn't work, by the way.
On other hand, there's yet another special animation feature which is actually good in some cases but can be possibly related to the issue above. When I try to instead randomize the mirror sprites with 'random_static', the game actually keeps the same frame on the same mirrors when rotated. I personally expected any mirror to change sprite every time I click on it, but that isn't the case. It's almost like frame randomization (at least in MM) is sorta location based? Like, the game generates a random seed for frames in specific tiles... I don't even know, but I will provide a levelset that displays both the global sync without global sync from above and frame consistency between changing MM elements.
I'm trying to make a little animation of mirrors just flashing when you rotate them, which could be done if you animate each mirror angle with the linear mode, where the first frames are the flashing one, but the last one is the usual frame. Despite that, MM doesn't really allow that, because it globally syncs all of the same tiles, which is flashing at the start and just keeping the same last frame on all mirrors until you leave the level. Trying to cancel the global sync with 'global_sync: false' doesn't work, by the way.
On other hand, there's yet another special animation feature which is actually good in some cases but can be possibly related to the issue above. When I try to instead randomize the mirror sprites with 'random_static', the game actually keeps the same frame on the same mirrors when rotated. I personally expected any mirror to change sprite every time I click on it, but that isn't the case. It's almost like frame randomization (at least in MM) is sorta location based? Like, the game generates a random seed for frames in specific tiles... I don't even know, but I will provide a levelset that displays both the global sync without global sync from above and frame consistency between changing MM elements.