Author Topic: Improvements  (Read 14794 times)

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Re: Improvements
« Reply #210 on: April 11, 2021, 08:22:48 pm »
Yes it works, I don't see that it is supposed to do anything else.

What it does:
There is main timeline with ~400 frames:
Frames 1 to 87 are intro.
Frames 88 to 114 are POV movement, there is an Object DefineSprite(130) with main animation placed.
  Where frame 88 is the most left looking at couch, frame 100 is most right looking at the scene, 101 to 114 is moving POV back to the left because Crow can't make a script to play flames backwards. While all frames 88 to 114 contain main animation object, only frame 100 contains NPC threat text bubbles. That's important, note for later.
Frames 115 and on contain just fail texts sequence

The main animation contains 3 speed sequences running in loops and final sequence. The control is implemented very Crowish style. Instead of counting loops in some variable and then jumping to next speed, there is an object inserted for every speed which contain 700+ empty frames, on the end it displays "SCORE" sign and jumps _parent animation sequence to the next speed. The disadvantage is that it doesn't care if player is looking at the scene. The head of NPC is an independent animation rotating up and down. It contains yet another object with free running eyes opening animation. At the certain point (frame 186) eyes object has a frame script tag calling threat text object on the main line to play. But because that object exists only in frame 100, it is calling void when main timeline (POV) is not in that frame. That's how it works. Actually there are 3 sets of head animations and 3 sets of identical eyes animation just to call different threads in each speed. More logic would be to have one threat object that would cycle through threat texts.
Threat text bubble objects call the Health object to move nextFrame() to "decrease health". The last frame of Health object calls main timeline to play "fail" sequence from frame 115 till the end.

As you can see, that implementation is chaotic, distributed code in many single statement scripts across the file = hard to maintain and overall quite opposite to systematic. And that's just single file standalone simple scene. That's the Crow style. When you change one thing in that, something else stops working. At that moment you see him blaming Adobe that Flash keeps breaking his game.
« Last Edit: April 11, 2021, 08:27:37 pm by Tabby »