ArtMind's Forum Posts

  • 10 posts
  • You do not have permission to view this post

  • You do not have permission to view this post

  • dop2000

    I still need a lot to do before I'll be able to test my grab animations, but thanks for the advise. I have more serious problem than that regarding memory usage. I realized that my sprite consume a lot of memory and I'm planning to use a lot of animations. I understand that I need to reduce the size of my images/frames but it doesn't look so eye candy after that and I still want to give it a try.

    I know that Construct only loads the images for the current layout, but let's say I have an object/sprite with 10 or even more high resolution animations.

    Can I offload some animations which I don't use during runtime for an object?

    Let's say I will have an option to choose between different fighting styles

  • Hi dop2000

    I hope you are doing good!

    Can you explain in general terms, how to do grab in Construct?

    Let's say I have two stick-man characters and besides regular punches, I want to do a few grab animations. As I understand it, I need to create a grab animation for one character and a fold/fall animation for another, and then just use the physics of the engine?

  • Oh, that's easy than I thought, it worked! Thanks!

    By the way, I don't have a game yet. Just a Sub Zero sprite for educational purposes. My game is only in my head, I solved the problem of character animation and decided that it's time to start making the game.

  • dop2000

    I bought you a coffee and forgot to put a comment, conradhart it's me :)

    Meanwhile, I have another issue. This time I believe is a tough one, not sure.

    How to avoid the rapid transition from one animation to another?

    Let's say if I have a kick on one button and punch on another and then I quickly pressed them one after another, animations interrupts in the middle and you see a mess on the screen.

    Conditions like "if the kick is not playing press punch" and vice versa is not working.

  • Awesome! Really appreciate your help! It's working.

  • Hey guys!

    I have another problem, I can't solve it for several days already.

    I'm trying to emulate SubZero's Ice Freeze, like Down, Forward, Low Punch

    I know how to make a combo with the same button pressed several times, but in this case, I need to press 3 different buttons, and only then play Ice Freeze animation.

    As I understand in Construct when you create an event you can add only once "On Key Pressed", every other condition or sub-event will give only the option "Key is down". Am I right or I missed something?

    Here is what I did

    I don't know if there is another way to solve it, but I'm struggling to set the timer object here. It's not working properly because it doesn't consider how fast you pressed the buttons.

  • The boolean solution works, but there's a little more code in there.

  • I think the issue is that the crouching animation is playing WHENEVER the arrow key is down and the uppercut, only when W is pressed.

    So what ends up happening is that the crouching animation is played, then for a brief moment an attempt is made to play the uppercut animation when W is pressed, but because the down arrow is continuously pressed, the crouching animation takes precedence.

    I think that you need to set a boolean variable when you press W to indicate that an attack has started and while that variable is true don't play the crouching animation, then it won't step over the uppercut one.

    You will need another event to know when the uppercut is complete, so you can reset the boolean and allow the crouching animation to play normally.

    I've tried to play with boolean previously, but I was using them wrong. I'll try your solution as well! Thank you!

  • > Event: Keyboard: arrow-down is down --> PlayerAnimation: Sitting

    > Sub-Event Keyboard: on W pressed --> PlayerAnimation: UpperCut

    I think what happens is that the first event is running on every tick, and "Sitting" animation immediately replaces "UpperCut" animation.

    Try these three events:

    > arrow-down is down
    PlayerAnimation "UpperCut" is NOT playing
    --> PlayerAnimation: Sitting
    
    
    on W pressed 
    arrow-down is down
    --> PlayerAnimation: UpperCut 
    
    
    Player on UnpperCut animation finished
    --> PlayerAnimation: change to something else
    

    Works like a charm! Thank you!

    Now I know the trick, I had similar trouble with Dragon tail kick.

  • Hi all,

    I'm new to Contruct 3. For learning purposes, I use sub-zero sprite and trying to recreate all the movements on the keyboard.

    I got stuck with an uppercut.

    I assigned down-key --> arrow down to sitting animation, on arrow-down released I have idle animation.

    And I need the uppercut animation to appear while I hold down the down arrow and press W.

    This code doesn't work

    Event: Keyboard: arrow-down is down --> PlayerAnimation: Sitting

    Sub-Event Keyboard: on W pressed --> PlayerAnimation: UpperCut

    Please help!

  • You do not have permission to view this post

  • 10 posts