How do I Make each sprite "grow" separately?

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  • As title said:D (Im new to construct)

    im trying to make an "farming" type of game, which means, im trying to make the player interact with the crops sprite, and make the game to create a new kind of sprite, that make the animation make the "grow"effect.

    I did something wrong,for sure, when I click "Ctrl" next to the crop, he does create the "seed animation" but make it's frames go very fast as I show here, and then they will stick to the same frame as the seed that already been there,

    **ill add the gif soon**

  • Hey there!

    When you create the sprite it will play the animation at the default speed. You should either stop the animation right after the creation or just set the animation speed to 0.

    Hope this helps.

    Cheers!

  • a dynamic and effective way, is to create a terrain (tileset with the grid movement behavior with speed 0), each terrain is a square in the grid, each square has its own uid, when the player is colliding with the terrain (in over the piece of land) with its own uid that makes the calculation of which is colliding, if the player has a flood, it makes a hole and changes the animation of the land itself to the animation of the land with hole to sow and then is to repeat for the other cases (note: the player must have the colider box aligned with the size of the tileset of the earth and the player must have grid movement so that in the movement it is always aligned with each square of the tileset)

    and for plant growth just use the condition to define the waiting time for each stage of growth.

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    ok so this is what happens when I click "play"

  • Hey there!

    When you create the sprite it will play the animation at the default speed. You should either stop the animation right after the creation or just set the animation speed to 0.

    Hope this helps.

    Cheers!

    Thnx! its helped with the animation going wild at the beginning!

    Now i just need to find how why they both "growing" together, they are changing to the next sprite at the same time. no matter when im creating them

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  • a dynamic and effective way, is to create a terrain (tileset with the grid movement behavior with speed 0), each terrain is a square in the grid, each square has its own uid, when the player is colliding with the terrain (in over the piece of land) with its own uid that makes the calculation of which is colliding, if the player has a flood, it makes a hole and changes the animation of the land itself to the animation of the land with hole to sow and then is to repeat for the other cases (note: the player must have the colider box aligned with the size of the tileset of the earth and the player must have grid movement so that in the movement it is always aligned with each square of the tileset)

    and for plant growth just use the condition to define the waiting time for each stage of growth.

    sorry, i did not understated what ur trying to say.

  • Sorry for the huge delay.

    Are you picking a sprite (by UID or otherwise), before tlling it to play the animation? Because if you don't they'll all play at once.

    EDIT: I just noticed you aparently use a global variable (Day) to control all animations, so, if that's the case, they'll all change to the same value stored in Day, making them grow together. Day should be an instance variable, thus, each of the sprites would have its own Sprite.Day value. And THIS should control its own frame.

    In this case you should have something like:

    every 1 second
     for each seed
     if seed.day < seed.AnimationFrameCount
     add 1 to seed.Day
     set animation frame to seed.Day
    

    Hope this helps.

    Cheers!

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