LorenzoZoil's Forum Posts

  • Ok thanks. I'll try this out soon as I'll work on other parts for now

  • I am using the 8 direction behavior for movement and I have my player pinned to a 'direction' sprite. I have all the animations for movement and fighting. The movement is fine but I can't seem to get him to punch or preform fight animations.

    I haven't found any tutorials or demos that have a similar movement event sheet to mine [8-direction], so I was looking to start from scratch.

    I have included a screenshot of my event sheet. Where do I start? How do I start?

  • Right I still haven’t had much luck. My player still only moves in front of the tree and when he doesn’t he collides with it as it’s a solid. I’ve taken a different approach and found another tutorial (although my game isn't full isometric) involving placing image points on single objects.

    Does the player need to be on the same layer as the tree (s) initially? I have 4: background, behind, players and infront.

    I have a single ‘YCompare’ image point at the bottom of the tree, does it need to be on the player sprite AND on tree?

    Does the tree object need to have the collision polygon filling the whole tree or just the bottom bit, like the player?

    Do I need to add to my event sheet, and is there anything I don’t need to include?

    Is there anything I need to check?

  • Thanks guys I've given it a go but I'm wondering if I'm doing something wrong as it's not working for me. I've used the tutorial code and copied it into my event sheet. Does this look right? My player seems to walk behind the trees but never in front. This is likely due to him being layered on top of the trees family in the first place. It looks something like this:

  • I'm making semi-birds-eye platform and I want my sprite to appear in front of the tree when stepped 'down/south' onto the road, but when he's back up on the pavement and positioned in line with the tree, I want him to appear behind the tree. Like in a real life situation. Is there a simple method? Is there a clever method?

    I have included an image to help demonstrate.

  • Ah that's what I thought. Makes sense. Cheers

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  • DONE IT! It was the simplest method the whole time. It was the sub events that did it and of course the second of the two '8Dir is moving' events (Inverted one).

    Thank you! You're a huge help :)

    One more thing:

    I know its RARE that both keys are naturally released at exactly the same time, but I would like to see more of my DIAGONAL Idles animations when the player stops moving diagonally, instead of him most of the time facing either N,W,S,E. (Due to a key being released a millisecond earlier for eg.)

    Is there any way of balancing out the 8 idle animations I have for the player to see, instead of it playing (most of the time) the up, down and side idle animations. Not seeing enough diagonal idles basically.

    Its me being picky but I hope you understand. Achieving my intentions with this is probably a long shot but i hope not. I'm sure pretty much anything can be done on construct and I want my game movement to be great

  • I'm almost there I think, your explanations are very clear. Although I'm missing something or could be doing it completely wrong. I'm stuck at the inverted 8Direction is moving event, not sure how to apply the global variables with animations.

    Also I'm not sure whether to make a global variable for EACH key is down or to have one global variable with different number values for EACH key is down event. (I'm still trying to get to grips with variables logic i'm fairly new to construct 3.

    Ive uploaded an image of my event sheet if you could take a look at please. If you can tell me what I'm doing wrong or what i need to do that would brilliant.

    ibb.co/80c15Zs - image of event sheet

  • Ive assigned EACH Key is Down event (W A S D) with its own local variable for example;

    Local number Walk_ Up = 1

    Keyboard w is down | Player (sprite) | Simulate 8Direction pressing Up

    Direction (pinned sprite)| Simulate 8Direction pressing Up

    ------------------------------------------------------------------------------------------------------

    Local number Walk_Right = 2

    Keyboard D is down | Player (sprite) | Simulate 8Direction pressing Right

    Direction (pinned sprite)| Simulate 8Direction pressing Right

    ------------------------------------------------------------------------------------------------------

    ...etc.

    How would I go about making one variable out of both W AND D pressed? And how would my 'Inverted 8Dir Movement' event know when the 'W and D' variable has finished (keys released) in order to play Idle_Up_Right animation

  • I'm moving my player character using the pin and 8 direction behaviour method. Default controls are off so the keys 'W A S D' are in use. My animations are working when the player is moving in any direction (diagonally as well) but I want him to be facing the direction he was walking in before he stops, using one of my Idle animations.

    In addition I've INVERTED the event '8 direction is moving' with the player action being 'set animation' to my default idle, meaning when the player stops moving the same Idle_SE animation plays, regardless of which direction he was moving. I have a feeling this is causing the complication. But if this event was disabled then the walking animations would play when hes not moving at all (since they're looped).

    I have all the Idle animations ready for each direction in the animations editor. I tried doing 2 keys released (W and D for up_right_diagonal) for it to the play specific Idle animation but it didn't work.

    Would I have to use variables? If so how would I go about this? I'm fairly new to Construct 3