Active object animation speed

qrleon's picture

Hi. I've been on a nostalgia kick lately, trying to make a shooter in Klik & Play that borrows liberally from Gauntlet/Robotron/Zelda, with lots of "everything resetting" action when moving to a new screen.

I'll ask here since you guys still seem to use KNP: I can't change an object's animation speed. I drag the sliderbar but it resets to its original place when I switch dialogs or look at a different direction. So far I've been able to wing it by hex editing a few objects to animate at speeds 5, 10, 25, 50, and so on, and then using these objects as templates for new objects.

I'm using Win XP. Does this happen to anyone else, and is there a workaround besides hex editing or upgrading?

snapman's picture

I don't think I've ever had

I don't think I've ever had that happen, but then again, I only have KnP installed on an ancient laptop running Windows ME. If it starts to behave too erratically under XP, research says you could get away with running Windows 3.1 in dosbox, but that might a pretty extreme solution.

How exactly did you discover what to hex edit in a KnP file? Did you save two copies of the same file, with different speeds, and do a difference on them? I've never considered the possibilities of hex-edited .gam files, but I can see the potential for some truly bizarre, or truly malicious effects.

SpindleyQ's picture

Welcome to our humble

Welcome to our humble website! Hope to see you at the next Klik of the Month Klub.

Yes, this happens to me (path speeds get stuck too). I thought it also happened when I was using Win98, but then my preferred workaround is just not caring very much, so it's possible that I've never tried it. I've certainly never been hardcore enough to dive in with a hex editor; much respect!

qrleon's picture

The maximum for slider

The maximum for slider values is 100, so I made a single active object in a blank game and altered all 64s found after the object's given name until the animation speed changed. I really don't know what I'm doing with a hex editor and was giddy that it actually worked, but tweaking the speeds of multiple animations in a single object would be way over my head. Should be alright without it, though.

Also, reading through this site has been a lot of fun. I didn't realise that you could get similar rotating movement like the direction calculator in KNP, and Venture 2 is driving me up the wall.

I have this problem with KnP

I have this problem with KnP in XP, too. My workaround is to just duplicate frames; in fact, this way of animating is actually more versatile, letting you hold particular frames longer than others if you want.

qrleon's picture

Thanks, that should work

Thanks, that should work fine.