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[T2D] Ping-pong animation issue: extra delay

by Dmitry Yanushkevich · in Technical Issues · 04/01/2011 (2:07 am) · 2 replies

I have created an animation that should make good use of ping-pong feature. The animation is very basic, 3 fps or so. And this is when I notice that there's some extra delay at both ends of animation sequence, about one frame.

Looks like a bug to me -- if I want to have that extra delay, I just add the same frame twice. Is this how it is intended to work?

Cheers,
Dmitry

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Worked here and there, did both game and business development. Finally decided to start own business, and here we are -- a cutie Cat Paw Studio has been born! :D


#1
04/01/2011 (9:29 am)
@Dmitry - I don't think you have encountered a bug. This is either an asset issue (animations to not loop properly) or a t2dAnimatedSprite setup issue. Try adding your first three frames of animation, then add then in reverse for the same animation. See if that smooths things out.
#2
04/02/2011 (10:36 am)
Hi Michael,

Thanks for your reply! I have tried to do the same without using ping-pong (i.e., adding frames like 0,1,2,1 and cycling it). This leads to animation being played as expected, without any extra delays.

It's rather hard to make an issue with animation where each frame contains just its own number, and it makes any issues pretty obvoius since you can visually track the frames being played. :-)

Can anyone else reproduce this or is it only me having this issue?