Help-falling animation?

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  • Hello Guys!

    I m going crazy in how to create a animation to my char when is falling.;..

    my chars dont use the platform behavior, te movements are called by buttons...

    so, a ex.

    the enemy is above a box... im destroyed the box.. the enemy goes down falling, ---- how can i check hes falling to call a animation? i cant do a platform " is falling"checking because i cant do a plaform behavior...

    Thanks one more time..!!

  • Why don't you use the platform behavior ?

    Also as this question is specific to the way you did your project, you should post the capx so we have a look at how you did things so far.

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  • Kyatric here the capx;

    -capx will uploaded later, cause im modng some PNGs to make the file less Mbs

    note:

    if you click on the middle angle of cannon, the ball is collision the box and destroy,..

    the enemy on the box is fall.. so i need to set a animation to her... if i do a platform and press the keys i ll move the enemy.. and is not the way on project..

    i need to know about set variables in angles to fire the ball.... ex.. between 45 to 90? like gunbound.. or worms?

  • You can set the platformer behavior to your enemies and set the default control to "no". This way, the enemies won't move as you press the keyboard keys.

    There is also the action "Start listening to user input" that you can set to stop to make sure the behavior is not supposed to move otherwise than it's coded.

    It will even make you able to move them with the "simulate controls" action.

    I haven't looked at your capx, it's 8megs and my connexion is really slow atm.

    But honestly, the platform behavior should be the way to go I think.

  • Kyatric

    So. i need to be more careful about optmize my pngs and do a small file..

    Ok. ill try the way you post, i think this will help a lot!

    Thanks ,.

    Ill try for now!! and post the result <img src="smileys/smiley2.gif" border="0" align="middle" />

  • You can set the platformer behavior to your enemies and set the default control to "no". This way, the enemies won't move as you press the keyboard keys.

    There is also the action "Start listening to user input" that you can set to stop to make sure the behavior is not supposed to move otherwise than it's coded.

    It will even make you able to move them with the "simulate controls" action.

    I haven't looked at your capx, it's 8megs and my connexion is really slow atm.

    But honestly, the platform behavior should be the way to go I think.

    Ok!

    Its works!!!

    Thanks for the tip!

    Now i can check the enemy falling and call the animation.... and the enemy is not controlled .

    Loves U! <img src="smileys/smiley17.gif" border="0" align="middle" />

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