JokerSushi's Forum Posts

  • 13 posts
  • That's awesome, BH :D Thanks again for the help!

  • This is an awesome solution dude, can I ask a couple of things, everything else makes sense :)

    1 - why do you need to turn on the second notch, I disabled the second, still a good 'un ;D

    2 - when connection is set to '1', where does the variable 'connection' affect the animations?

  • Wow BH, that is amazing! I've been stuck on this for ages and you solved it rather quickly, I checked by disabling the tags and you do need them. At least I was on the right track with those. Thanks very much for helping me dude, means a lot! :D

  • Anyone got any ideas, still a bit stuck on this, not sure which direction I should be looking :S

  • If you mean an instance variable that changes from 0 for 'not connected' to 1 for 'connected', I did try that, but for some reason it didn't work. I set the animation for 'every tick' to check for a change in value, but the problem I think is having every instance have it's own unique ID, I've not managed to connect the dots so far....

  • OK guys, I have a situation and I can't for the life of me figure out how to do what I want to do. Searched the forums, manual, every

    thing.

    Here is the dropbox.com/s/key8wu2yzje8322/Game.capx[/b]

    What I want to do here is make sure that the rotaries play the connect animation when the notches overlap. I have got this working but with a few problems:

    1 - The animation triggers on all rotaries regardless of connection or not, if only one is overlapping.

    2 - The animation doesn't change back when they are no longer overlapping

    I've tried so far what I call an ascending tag system. That is, dishing out tags to instances using instance variables and one global variable. It didn't work XD

    I was considering arrays, but I'm not all that savvy just yet, so I haven't tried.

    What are your opinions, guys and gals?

  • Inkscape and Sprinter, intriguing.....:D I just used Photoshop for mine for now, may use Illustrator soon :)

    BluePhaze,

    Perhaps 'floating' was the wrong terminology, what I meant to say was that the animation held the last frame of the fall animation on landing, instead of playing the run animation :)

    After I tried the solution I outlined as the first link, there was a bit of a problem where each of my jump and fall animations contained more than one frame, and continuously looped. Because they were tied to the "every tick" system event, they kept on looping over and over no matter what you did. Looked bad, believe me XD

    I solved it after a few hours of head scratching by instead tying the jump and fall animations to another variable, which dealt with non-looping animations.

    p.s. Those event sheets look interesting, it's fun to see how people tackle scenarios differently for different requirements :D

  • The ideas are there dude :)

    I notice the character continues to float on land, there's a good fix for that: scirra.com/tutorials/351/platform-behaviors-animation

    And my solution if you want multiple frames on jump and fall animations :)

    scirra.com/forum/a-solution-for-jump-and-fall-multiple-frames_topic72073.html

    Hope this helps :)

  • Hi guys, I only just joined the forum yesterday, started using construct a few days before that.

    Anyways, I was looking for a solution to the sliding on land problem and found this tutorial by zsangerous within: scirra.com/tutorials/351/platform-behaviors-animation

    I thought I'd share my modification, as I then had a problem with the jump and fall animations constantly looping. Here it is:

    dropbox.com/s/oehcw7czi67xmvq/Success.png

    Works if the animations are:

    -Run

    -Idle

    -Jump

    -Fall

    note this is a solution to the problem of multiple frames in all animations, in particular the jump and fall animations :D

  • Great tut dude :)

    I've got the character to run on landing now, only thing is the instance variable now causes my jump and fall animations to loop over and over as long as the action (jump or fall) is being performed. Any idea how I can stop the animations after they've happened once?

  • Hey dude :)

    The link to test the game leads back to this page, maybe it needs a change ;)

  • Cheers dude, glad to be of help :D I'll check it out when it comes, I'm also starting out ;)

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  • Origin points perhaps? ;)

  • 13 posts