[quote=“Jetrel, post:3, topic:228”]Huh.
Part of me wishes we could solve this “in code”, so that I/we would never have to multiply efforts to clone an animation like this. The problem is - wish as I may, I’m not sure there is a good code solution to this. I can only think of dirty hacks like having frogatto plop the contained creature at his side whilst talking, and we don’t currently have a clean way to “pause” an object and have it sit there, doing nothing - objects instead need to “conform to a protocol” where they each adopt some animation (like thrown, used when stuck to frogatto’s tongue), and all play nice by not doing anything during that animation. So even if the code played nice, the solutions seem contrived.
The other knee-jerk thing is - I do have a fear of multiplying graphic requirements (#characters * #states * #powerups * #emotes), but at this point, we’re looking like powerups are strictly going to be color-shifts, and we’re also looking like we’re not going to add any new graphical “states” to frogatto, since gameplay has stabilized nicely.
So yeah; I really wish brute force wasn’t the solution to this, but it really looks like it is.[/quote]Yeah, I thought there might be a possible code solution, which is why I asked before going any further with this project. Oh well. On the upside, if a code solution does present itself, all unnecessary animations can be easily disposed of. So don’t by any means feel locked into keeping these animations if you find a viable code solution.