Jakten's Forum Posts

  • So I've mucked about with it and did some reading and have come to the conclusion that it must have something to do with the walking animation constantly refreshing due to the button being held down. I've seen some people say that you can get around that by attaching the character to an invisible block which I haven't done and seems like it may be a lot of work at this point.

    Does anyone know if there is a way to do this without having to set up the character that way?

    Here is my current .capx if anyone wants to check out what I've got so far.

    mediafire.com

  • Thanks for the help BluePhase!

    Here is a screen shot of what I have currently:

    <img src="http://i.imgur.com/BaGAp0Y.png" border="0" />

    You can see my last attempt there using the walking variable when ctrl is pressed. Unfortunately it just plays the walk animation still though.

    I also tried some other variations where if an arrow button is pressed play "walk attack" but if it is not pressed just play the regular attack and some other variations on that (i.e if this animation is playing when ctrl is pressed then play the "walk attack" animation)

    I think it might have something to do with me using 'Ctrl Pressed' instead of "Ctrl Down" if I switch it it kind of works but causes some other problems as I only want the animation to run through once and it causes conflicts with the ducking animation.

    Edit: I also managed to fix my ducking issue using what you suggested.

  • I've been having a few problems with some movements I've been trying to do. Currently if you duck and attack once the animation is over the character stands up instead of remaining ducking. I'm also having some problems with getting him to attack while he is walking. I'm pretty sure it has to do with some conflicting instance variables but I can't figure out where I went wrong.

    Here is my work file:

    mediafire.com

  • Sorry to bump this but it's something that is really stumping me.

  • Basically I want to make my character knock back when hit by an enemy so that you can't be hit in rapid succession. Something similar to this in Monster World 4:

    youtu.be/BhKZXacyPTY

    I though I might be able to do it by simulating the platformer jump action but that only makes him jump straight up and also too high. For some reason when using simulate jump I can't change the jump strength or direction. Any Ideas?

    Here is a link to my .capx, the blue square is the enemy. Arrows to move, space to jump:

    mediafire.com

  • The computer I'm using isn't spectacular. I'm running on Window XP and 2 gigs of ram.

  • Here is a link to the .capx

    I placed the character next to a platform with an arrow pointing to it, when I test the game on my computer I can easily jump to it but when I test it on other computers I can't even reach the top of the ledge. Sorry for the messy organization this is mostly just testing out ideas.

    Controls are the arrow keys and space to jump.

  • Sorry, I don't mean to be a nuisance but it's really impeding my progress currently. Does anyone have any ideas why the game might operate differently on different computers?

  • So I have been having a strange issue, when I run a test on my game the character jumps about 64 pixels high. When I send the file to my friends to test it the character jumps only about 32 pixels high. Anyone know what the issue might be? I'm using the provided platforming system.

  • So I went through and reset every objects collision polygon and it seems to have fixed the problem. I think the problem was coming from one of the ground tiles. I think what the problem may have been was a polygon having more than 4 sides but still being shaped into a square (so more than one polygon point in the same spot).

    Thanks for the help sir, that was really driving me nuts!

  • Currently there isn't any animation he just slides around. I have different states set up for when I do add animation but they are all the same image and collision polygon.

  • So I am using the beta r99 release and am using the provided platforming controls.

    I am having some small problems with what I think seems to be collision boxes. All of my background tiles are 32x32 with a collision box of 32x32. My character is 32x32 with a collision box of 18x24. Here is an image of the 2 problems I seem to be having:

    http://img.photobucket.com/albums/v206/MANDRAGGANON/collision_problem.png

    1. In some areas he can stand on the wall like this, not everywhere though which is strange since its the same tile.

    2. For some reason he cannot walk through the corridor along the bottom there. The opening is 32x32 so he should be able to fit if his collision is only 24 high? There are a few areas like this, he cannot move through an open area that is 32x32.

    Does anyone have any ideas why I might be getting these problems?

  • Thanks! That worked perfectly!

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  • So I'm really new to this but I've managed to get a basic platforming game created. I wanted to add ridable mechs that operate differently than the regular player (i.e larger, jump higher, run faster, better weapons). I have created an object with all of the behaviors I wanted but what would be the best way to make it so you can ride it once you touch it. Is there a way to switch the object which the player controls or do you have to do a sprite swap and then change all of the behaviors individually? If the second option how would you change the behaviors?