Computer Science Canada

animation without loops

Author:  basketball4ever [ Fri Jan 28, 2005 12:28 am ]
Post subject:  animation without loops

is it possible?? and how???

Author:  basketball4ever [ Fri Jan 28, 2005 12:28 am ]
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i was taught to do turing animations with for loops... is there any other way...?

Author:  Cervantes [ Fri Jan 28, 2005 7:19 am ]
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If by for loops you mean for loops inside of a main loop, that's bad.
What you want to do is have a bunch of pictures that you can flip through. Each time through the main loop (or you could have it based on time), add one to the counter (and if the counter is more than the max number of pictures, set it back to one). Draw the picture associated with that counter number.

Author:  person [ Fri Jan 28, 2005 10:57 am ]
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by "for loops" he means counting loops

Author:  cycro1234 [ Fri Jan 28, 2005 12:02 pm ]
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That's why u add the "counter" variable that increases by 1 each time the loop runs.

Author:  basketball4ever [ Fri Jan 28, 2005 3:38 pm ]
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well i figured the normal loops out already quite a while ago... but i was owondering if turing has functions that can do animations without loops

since it cant load gif files... is there a way?

Author:  Cervantes [ Fri Jan 28, 2005 4:30 pm ]
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Turing 4.0.x can't, as far as I know. Perhaps sprites from pre-Turing 4 could do it; I don't know, I've never used them. Perhaps DanSprite could do it, but again, I don't really know. Confused
There is no reason why you shouldn't be able to use loops for your animation. Why don't you want to?

Author:  Bacchus [ Fri Jan 28, 2005 4:38 pm ]
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and turing Can load .gif, theres even a tutorial on it Smile

Author:  person [ Fri Jan 28, 2005 4:46 pm ]
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he cant use it until June 2004. check F10

Author:  cycro1234 [ Fri Jan 28, 2005 4:48 pm ]
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June 2004???? We're in 2005 already, if u didn't know..Smile

Author:  person [ Fri Jan 28, 2005 4:49 pm ]
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i know its 2005 but it still doesnt work

Author:  basketball4ever [ Fri Jan 28, 2005 4:50 pm ]
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person wrote:
i know its 2005 but it still doesnt work


then a question for you: then y did you even post that last message??? you should really think before you post

Author:  cycro1234 [ Fri Jan 28, 2005 4:54 pm ]
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There was a whole discussion on how Holt Soft didn't buy the license to use some pictures.

Author:  Bacchus [ Fri Jan 28, 2005 4:56 pm ]
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yes i kno holtsoft doesnt allow the .gif.. but there is a tutorial so im guessing some ppl got it to work. now quit arguing and quit spamming

Author:  MysticVegeta [ Fri Jan 28, 2005 7:14 pm ]
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http://www.compsci.ca/v2/viewtopic.php?t=4637&highlight=irfanview

Author:  Cervantes [ Fri Jan 28, 2005 7:28 pm ]
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Bacchus wrote:
and turing Can load .gif, theres even a tutorial on it Smile

Nope. And the tutorial on the subject does not explain how to use .gif images in turing (because it can't be done) it merely explains how to do animation. And, for that matter, it uses a loop.
basketball4ever wrote:

person wrote:

i know its 2005 but it still doesnt work

then a question for you: then y did you even post that last message??? you should really think before you post

So should you. There's no need to go harassing members. This is not the first time.

Author:  basketball4ever [ Fri Jan 28, 2005 7:44 pm ]
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MysticVegeta wrote:
http://www.compsci.ca/v2/viewtopic.php?t=4637&highlight=irfanview

yeh i checked that out... but thats just breaking up a gif frames... or stuff... not really wat i wanted. But i'm checking out the new way of getting gif files on turing.

Author:  ste_louis26 [ Fri Jan 28, 2005 7:54 pm ]
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i think u just loop it and put x = x+2 and exit when x gets to a certain point but its still in a loop just not a counting loop.

Author:  Bacchus [ Fri Jan 28, 2005 11:11 pm ]
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Cervantes wrote:
Bacchus wrote:
and turing Can load .gif, theres even a tutorial on it Smile

Nope. And the tutorial on the subject does not explain how to use .gif images in turing (because it can't be done) it merely explains how to do animation.
iono, i just was reading thru some tutorials and saw the title which says u can use .gif in turing

Author:  1337_brad [ Sat Jan 29, 2005 12:47 am ]
Post subject:  ...?

Why would you use a counter in a loop rather than using a for loop? o.o; (sorry just reffering to something somebody said early in this topic =/)

Author:  Neo [ Sat Jan 29, 2005 12:50 am ]
Post subject:  Re: ...?

1337_brad wrote:
Why would you use a counter in a loop rather than using a for loop? o.o; (sorry just reffering to something somebody said early in this topic =/)


Because sometimes you might want to have 2 counters or 3 or 4... If you used 2 for loops, only 1 can execute at a time.

Author:  basketball4ever [ Sat Jan 29, 2005 10:27 am ]
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yeh using a loop counter u can animate more than 1 thing at a time... and more efficently. I've decided to just use the loop counter, thanks ya'll.


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