(Yes, I am aware I asked a similar question before, but I want to try a different strategy, so this is indeed different)
So, now that I know a little more about the interface and how GDevelop works, I would like to get some help finding a way to make it so that I can adjust the duration of Mario’s turning animation depending on how fast he’s going, that way the turn isn’t always playing at the same duration every time, which would look ridiculous both if he had been moving at max speed previous or if he just simply changed direction while barely moving at all.
My current idea is to check for a certain acceleration value and see whether the current value of Mario’s acceleration is higher or lower than that first value, then give a value of time for my animation to play accordingly, but I’m not quite sure how to do that. Also, if anyone has any better ideas on how to implement this, I’m all ears. Obviously this would also have to work if Mario was turning the other way, that way he isn’t just stuck in his turning animation forever.
I’m thinking sort of a less-extreme version of how when Sonic skids to a halt, the length of that skidding animation depends on how fast he was going previously.
EDIT: I recently saw a video on how to do this in Clickteam Fusion (video below) and it seems to me it should be simple to translate that concept to GDevelop. The problem is, I don’t know if there’s a variable for “velocity” in GDevelop or if GDevelop has another term for saying the same thing.
At the 4:45 mark, you should be able to see the entire “skidding” code and maybe someone has an idea of how I could translate this in GDevelop terms.