CDAfree's Forum Posts

  • Well these replies have given me some stuff to think about, i'll try them out when i get a chance,

    Thanks for all the help

  • Thnx for the help everyone, ill try it out when i get home tonite

  • This is a simple 1 that would, in most cases, just take a second pair of eyes to diagnose. The issue is here:

    [attachment=0:c820e3ki][/attachment:c820e3ki]

    You are saying if S is let go and Dodge is not playing but, dodging left uses the Dodge2 animation, not the Dodge animation. You need to include Dodge2 is not playing.

    That should take care of your bug. Good luck with your project.

    but here's the thing, when I alter that condition to apply to both Dodge and Dodge2, then I loose the ability to dodge normally in both directions instead of just one. And i've set it up in multiple ways

    the first was this

    Event: On S release

    sub event: is dodge animation playing OR is dodge2 animation playing (inverted)

    Action: same as before

    the second on was this

    Event: is dodge animation playing OR is dodge2 animation playing (inverted)

    sub event: On S release

    Action: same as before

    The third time I set up a seperate event that was the same as the first one, but with Dodge2 instead. all of these setups result in not being able to dodge normally in either direction, so im still at a loss at what im doing wrong

  • Capx is attached

    For some reason, I can get my player character to dodge to the right normally, but not to the left. what I mean be normally is that I have it setup so when the block key is held down (in this case, S) and either A or D is tapped, the character will dodge to the respective direction, A for dodging to the left, D for dodging to the right.

    This works just fine when dodging to the right, but when I dodge left, if I release the A key during the dodge animation, my character resets into a standing idle animation. To prevent this I have it set up so letting go of the A or D key during dodging doesn't end it prematurely , and it works when I dodge right, but not left. Considering i have the same logic running for both dodging to the left and the right, I can't see why this is happening, I'm sure the answer is simple, but I can't figure, so help will be much appreciated

    Thanks in advance

  • What I'm trying to is to have objects stop moving when they are moving towards each like when two solids hit, but without using the solid behavior.

    This is because I'm trying to have objects like my player character and enemies not be able to pass through each other. I tried just adding solid behavior, but having moving colliding solids was a BAD idea. I used the platform vector x action, which had the player character and the enemy bounce off each other when they collided , but even that had weird results when they bounced off each other too many times.

    So is there anyway to get what I want without using solid behavior, Im sure the overlapping action could help me out, but it's early morning and my brain is kinda fried so hopefully someone can help me with an answer,

    Thanks in advance

  • Oohhh, both good ideas, Ill keep them in mind, Thank you!

  • I'm trying to have it so that different animations and events play out depending on whether my character has objects/projectiles colliding with the front or the back of the sprite. In the case that there is a way to have multiple collision polygons on one frame, i'd be really grateful if someone told me how to do it.

    If not, then i'd really appreciate someone telling if there's another way from me to get the whole different-animations-and-events-depending-on-whether-the-front-or-back-is-hit-thing

    I have some ideas as to how I could go about it if multiple collision polygons are impossible, but they're kind of convoluted and cumbersome, so any help would be appreciated :D

  • Add an inverted 'Dodge' is playing to event 35

    It worked! thanks! but could you explain to me why it worked? so if i run into this problem again, i;ll know what to do?

  • The other animation that plays (which I assume is an idle animation?), set it up so that the animation is only triggered if Dodge is not playing.

    So I added this condition to my Idle animation trigger

    Is animation "Dodge" is playing (inverted)

    But i still have the same problem, if I stop holding the left or right key, the animation just stops midway and the bullet behavior persists. I've tried a couple of things myself but now i've just reversed my problem. Now if I let go of the left or right key the animation still plays (yay!), but now if I let go of the z key mid animation, they animation will just stop and I go back to having the same problem I had before (boo!)

  • Gah, forgot to put the link in, here it is

    dropbox.com/s/ucsjspus1z668sl/BlockDodgeProblems.capx

  • Short version

    I need to know if there is an action or condition in construct that will essentially make an animation play out entirely no matter what.

    Long Version

    so in my game i'm trying to have a block and dodge system where holding the Z key will put you in a block stance, and pressing left or right on the keyboard will make you dodge left and right respectively. So far so good. but the problem comes in with the dodge animation. Right now, the condition I have is this

    Condition: Z key is down

    Sub-event: Right/Left key is pressed

    Action: Set animation to Dodge

    So I set this up and because I want the dodge to shoot you left and right rather quickly, I've given the player character bullet movement that is enabled when the dodge animation is playing and gets turned off when it's not.

    But here's the problem

    Because of my conditions, if i'm not holding the Z key and the right/left key, then the dodge animation just stops halfway through and the bullet movement is still there, so my character just glides across the floor till they hit the wall. If i hold both the Z key and the left or right key until the animation is over, then everything works fine, but if I don't, then i've got problems.

    So I essentially need a way to make sure that the entire animation plays regardless of whether I'm holding the z and left/right key throughout the entire animation. I've been trying to come up with some roundabout ways to make this happen, but I just need to know if there is a convenient action that could just force an animation to play out entirely. I'll post the capx. below.

    dropbox.com/s/ucsjspus1z668sl/BlockDodgeProblems.capx

  • Is there a way to have bullet movement in more than one direction? The thing is that I have a player character who I want to have certain keyboard input shoot her forward at high speed, hence why I added bullet behavior. The thing is that every time I utilize bullet behavior, she's always moving to the right, even if I have her facing left. Is there a way to fix this?

  • Okay this is a weird one, I�m trying to have an animation play when the conditions are

    Z key is held down

    AND

    Right OR Left arrow key is pressed,

    But for some reason, the animation just does not play. I can�t for the life of me figure out why. Originally I had platform movement ignored when the Z key is held because the Z key is block button and I didn�t want my player character moving around while blocking. But even when I removed ignore platform movement; I still can�t get the animation to play. A little help would be appreciated; I�m leaving the capx. down below.

    dropbox.com/s/te14d3jgaipn9c1/animationnotplaying.capx

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  • Ill give all these ideas a shot, thnx again ppl!

  • Is it possible to have an object do the "move forward" action without it looking like teleportation? 'Cause when I add "move forward 100 pixels" for a particular keyboard input, my sprite just teleports 100 of pixels forward, is there a way to have this same effect but have it look more like a short burst of speed as opposed to a magical teleport? like can I actually see the sprite move 100 pixels to the right, as opposed to teleport 100 pixels to the right