Director MX 2004 Games Game Development With Director

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The left leg is fully back at frames 1 and 17, while the right leg is back at frame 9. Always refer to your segments in relation to the character. The right arm should always be the character’s right arm. 7 Using motion tweening for this animation then it is tempting to call their right arm the left arm, because it is on the left in the screen view. But at some stage the character will be viewed side on or from the rear, so at what point would you swap? At least if the segments always refer to the character’s right side then you can work it out and it becomes less confusing.

Summary This was a quick look at creating a Director game; hopefully it gave you an overview. If you found the code confusing, don’t worry, we will be going at a much slower pace in the later chapters when looking at Lingo in detail. In principle I want you to take away from this chapter an initial awareness of the Director interface, how to navigate the many windows that Director uses, the use of sprites and where to enter your Lingo. As you progress through the book you will be encouraged to enter your own code and develop the examples that you will find in later chapters.

6). 1 and you can see that the segmenting of this the current scene character is very simple. Each segment appears on a new layer inside a new symbol called ‘Walk1’. These ensure that the cat goes up and down as it walks. Because all the limbs are inside the symbol Walk1 these will go up and down with the body so the arms and legs will not become separated from the body as it goes up and down. Nesting symbols inside other symbols in this way can make your animations easier to prepare. But before we put in the keys for the main Walk1 symbol we need to prepare the main key positions.

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