I'll explain the logic with entities first.
I'm using OpenBor Enigine 4
Steve 1
anim walk
loop 1 1 4 ( loops after frame 0 so spawn doesn't loop )
delay 1
offset 27 69
bbox 21 12 12 60
@cmd spawnbind "Steve2" 0 0 2 1 5
frame Data/chars/steve/w1.png
delay 7
frame Data/chars/steve/w1.png
frame Data/chars/steve/w2.png
frame Data/chars/steve/w3.png
frame Data/chars/steve/w4.png
This is Steve 1 anim walk
This is Steve 2 anim walk
animation changes to idle when key forward or backward is released and Steve 2 unbinds because Steve 2 has no idle animation
This is Steve 1 anim idle
I want to do this with animations only in Steve 1 but I can't wrap my head around it simply without over complicating it, key changes within a single animation
so for example walking
idle walk
while walking base instead of Steve 2 its Freespecial5
while walking attack is pressed, Freespecial6
attack animation is finished, back to base while still walking
diagonal up attack while walking, Freespecial7
diagonal up attack animation is finished, back to base while still walking
diagonal down attack while walking, Freespecial8
and so on
while walking different animations play depending on keypress and release. It's beyond me trying to script it all out so any help to simplify it would be appreciated.
Just to clarify I already am using multiple entities to do this, I was just wondering how it could be done that one entity could display two separate animations at the same time. Overlayed,
I'm using OpenBor Enigine 4
Steve 1
anim walk
loop 1 1 4 ( loops after frame 0 so spawn doesn't loop )
delay 1
offset 27 69
bbox 21 12 12 60
@cmd spawnbind "Steve2" 0 0 2 1 5
frame Data/chars/steve/w1.png
delay 7
frame Data/chars/steve/w1.png
frame Data/chars/steve/w2.png
frame Data/chars/steve/w3.png
frame Data/chars/steve/w4.png
This is Steve 1 anim walk

This is Steve 2 anim walk

animation changes to idle when key forward or backward is released and Steve 2 unbinds because Steve 2 has no idle animation
This is Steve 1 anim idle

I want to do this with animations only in Steve 1 but I can't wrap my head around it simply without over complicating it, key changes within a single animation
so for example walking
idle walk

while walking base instead of Steve 2 its Freespecial5


while walking attack is pressed, Freespecial6


attack animation is finished, back to base while still walking


diagonal up attack while walking, Freespecial7


diagonal up attack animation is finished, back to base while still walking


diagonal down attack while walking, Freespecial8


and so on
while walking different animations play depending on keypress and release. It's beyond me trying to script it all out so any help to simplify it would be appreciated.
Just to clarify I already am using multiple entities to do this, I was just wondering how it could be done that one entity could display two separate animations at the same time. Overlayed,
Last edited: