CDAfree's Forum Posts

  • LittleStain

    K I tried to make the vectors work, but I must be missing something on how vector values operate because altering the vector Y from 5000 to -5000 value didn't seem to do much and altering the vector x value just nudges me to the right slightly, even if I jump to the left I still get nudged to the right.

    So I tried something else, I altered the max speed and acceleration for running jumps, and made sure that those values get reseted every time I land. The result is something close to what I was aiming for, but not the predetermined arc jump I originally aiming for. Since you two seem to know how vectors work, I'm gonna leave my most recent capx in this post, and if you have a moment, please alter it so I know how to properly use the vector x and y actions.

    dropbox.com/scl/fi/nlxjs8hzlkriovw5yuxeo/Jumpingproblemspersist.capx

  • Ill give the vector idea a shot, thanks guys!

  • okay, so messing with jump strength and gravity, i can get my character to jump in a high arc, like the high jump in the picture. but Im trying to get her to do something more akin to the flat jump. The way I see it, there are two ways to go about it.

    1. I need to program something similar to a sudden increase in forward momentum right before each running jump. The easy way to do this would be to have the character have a fast running speed, but I like my characters current speed and it isn't super fast. the whole point of the fast arc jump is for it to be faster than running speed. Maybe i can add a separate set of platform behavior that is only active when the character is running, or something like that.

    2. As far as I know, the default jump angle is 90 degrees, so I need to alter that angle. But there is no "Jump angle" action, maybe the "angle of gravity" action will come in useful here, i'll try it out and let you know what happens.

  • I had a look and I'm not sure what you mean by jump in an arc. If it's a different animation can't you just play it when that type of jumping is happening?

    Here is an image of what I?m trying to do movement wise, specifically the flat jump is what im aiming for.

    imagizer.imageshack.com/a/img716/5922/nybitmappsbildz.png

    And I do have a separate animation for that specific jump, in the capx it?s labeled Runjump. But what I?m trying to do is have the running jump move in a specific pattern. Unlike a normal jump which is affected by things like momentum, gravity, running speed, etc, I need the running jump to move in the arc pattern everytime, unaffected running speed, gravity, etc.

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  • So im trying to make my character have different jumping behaviors depending on weather she's standing still or running. When she's standing still, she jumps straight up and fall straight down, but when she's running, i'm trying to have her jump in a pre-determined arc that is not effected by the platform movement, ie. regardless of the keys pressed mid-air, as long as she is running (or if running/idle to running animation is playing) and the jump button is pressed, she will always jump in an arc, same distance, same speed, same everything. I've been messing around with the "move at angle" and "set angle for gravity" actions, but these just have me teleporting me all over the place so clearly I have no idea how these actions works. If anyone can help, it'd be much appreciated. Capx link is below

    dropbox.com/scl/fi/aqzqkagly78fibs0l2nh7/JumpingProblems.capx

  • If attackhold = 0, on keyboard key pressed --> Do action, set attackhold to 1, wait 2.0 seconds, set attackhold to 0.

    K, I figured out what the problem is. This advice works, but only for a single attack animation. i.e character does one slash when the attack button is pressed. Thing is, im trying to make my character do more combo attacks, i.e pressing attack button 3 time quickly triggers 3 different attack animations, and what I need is that for a short period of time in between each animation where pressing the attack button again will trigger the next animation. I'm currently messing with the "wait" and "is playing" conditions, but if anyone already knows how to do this, their input will be much appreciated :)

  • I re-posted with the proper capx this time, could you modify it the way you describe in your post? 'cause I tried it myself and got varied results and I don't know what I'm doing wrong, other than you telling me to think in terms of cooldowns as opposed to ignoring inputs.

    Thanks for the help!

  • So I?ve finally gotten a hand on how make player characters perform combo attacks, but now I have a new problem. How do I make it so certain keyboard inputs are not allowed for a certain amount of time? I can ignore platform movement, but what about just regular ol? keyboard inputs?

    For example,

    Let?s say my attack button is X on the keyboard

    And for the sake of simplicity let?s say my first attack animation lasts for 2 seconds, how do I make it so if X is pressed in the 1st second, it?s ignored. But if it?s pressed in the 2nd second, it?s registered and it activates the 2nd part of the combo.

    Posting the capx up so you guys know what I?m talking about

    dropbox.com/scl/fi/cmgjh7pczpsda5m5u8vhs/Comboanimationtesting.capx

  • Sorry about the long wait on the reply

    1. How long is the animation? It might not be playing when you come to press X the second time. Link to a .capx and I can help.

    The animation is 3 frames long at a speed of 5, i'll try to extend the first animations time to see if this can solve my problem. (As soon as I learn how to post .capx i'll post it, still new to this :-)

    2. Do you mean block the user from pressing X while the first animation is playing?

    That's one way to think about it, I figure I just need to block to user from pressing x for a certain amount of time before the x button becomes it can be active again. I can do it for platform movement, but I?ll see if I can do it with the x button with so meddling.

  • Trying to make a character sprite perform a 2 hit combo, with each hit having a different animation. i have the animations down pat but I'm having trouble programming the whole thing. Primarily in two areas.

    1. The first problem I'm having is that the animation is triggering all wrong. With the X button on the keyboard being the attack button, ideally I want the first X input to trigger the first animation (I call it "Attack1")and the 2nd X input to trigger the second animation (I call it "Attack2"). But when I try to put it together, the second animation is all that plays. These are the conditions I have for the 2nd attack input.

    Keyboard - X is down

    Playerbox - Platform is on floor

    Is Animation "Attack1" playing

    This way, the second animation should only play if the X button is pressed and the first animation is active, but when I do this only the second animation ends up playing, so i'm doing something wrong but i can't for the life of me figure out what.

    2. How do i make it so when pressing the attack button, the attack animation triggers only once, instead of starting up again and each time i press it regardless of what point the attack animation is in. I figure i have to mess around with the "Wait" and "Ignore input" actions, but no amount of tinkering is giving me the desired result.