Adrian_Cotrim's Forum Posts

  • 11 posts
  • Oh my God thank you so much for helping me out! And sorry for bothering with all of this animation stuff ^^'

  • YAY I THINK IT WORKED, but I inverted the "is lançou" condition rather than "if animation is playing" because it doesn't work for some reason, what do you think? Is it a functional but "wrong" approach?

  • Yes, that's what is happening. It doesn't matter if the character jump, fall, or get hit, it's always stuck in that throw animation :/

  • Weeellll that's the thing... it isn't set to loop. Wich is weird because I did something similar with my hitstun animation and it worked just fine, sure the conditions are different but theoretically it should've worked similarly(at least in my head lol :b). Trust me, I tried every possibility I could to make this work.

  • What it's setting it to true is when Z is released, you can hold objects by holding down the Z button and when you release it, the character throws the object. I already considered using the "trigger once" and it kinda works but as the condition says, it only happens once, so what should I do?

  • Alright... I'm having another problem with animations and it has been giving me headaches for quite a while now.

    All I want is to make a simple animation for when you throw an item(kinda like Mario in Super Mario World). When "lançou" is true, set the animation to the throwing animation and when finished, set the "lançou" variable to false. The problem is that the animation itself never ends, probably because as long as "lançou" is true, it will keep looping itself, but I don't know how I can solve this.

    Sorry to bother ^^'

  • As an example like this, you could use either of the first two blocks but wouldn't need both.

    OMG IT REALLY WORKED THANK YOU! Here's what I did! Let me see if I got this, whenever this problem happens I need to make sure that two animations aren't playing at the same time by using keybind conditions like "If E is not down" and such? Because what I was doing was attributing the animations to moving conditions, "If character is moving/ play "walking" animation".

  • does ur animation has speed set properly? is there a event looping the start of animation over and over under some condition? this 2 main reasons usually are the faults.

    Well I believe the speed of the animation is set properly, I tried the second one and it doesn't seem to work(or I'm just doing it wrong lol).

  • Hi welcome! This is a common issue where it is trying to play several animation at the same time. So likely it is trying to do something like play a walk animation and a carry animation together.

    To resolve this you would need to add conditions to rule out animations and ensure two are not played at the same time, for example on your walk animations set up with keys you would add a condition 'carry key is not pressed' or 'carry animation is not playing', something where it will only walk when you are not carrying.

    OOPS sorry for taking so long to respond hehe, school stuff :b. First, thanks for aswering me <3, and second, could you show any example of that? I get the main ideia, make sure that two animations aren't playing at the same time, I just want an example to have a better idea on how to implement.

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  • First of all, hi everyone! I'm new to the forum. So, I've been making a 2D platformer for quite a while now and the development has been overall pretty smooth, but now I'm facing a major road block... my animations aren't working properly. My idea was to have a animation for when you are carrying an object, the engine triggers the animation properly but the animation doesn't actually play, it freezes in the first frame of the animation. What should I do?

  • 11 posts