mauri5566's Forum Posts

  • 5 posts
  • Only way I could solve the problem was by adding a wait action and then setting the animation to the idle one (ID_FERMO), I guess i'm ok with that but I still don't get why the "on floor" condition doesn't work.

    This is the collision polygon for the animation ID_SALTO, it's the same for both frame

    Either way thanks a lot for the help

  • This is the code related to the jump animation "ID_SALTO", with this code, the jump animation goes on forever, even when running.

    This is how the animation is set up

    And this is an example of a collision box.

    With this code, the jump animation goes on forever, even while moving.

    If I were to set it up like this the animation would end only when running (the runningg animation is triggered)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • (Sorry for my bad english) In my 2d platform game I got a jump animation that is set to play only when the player is not on the floor. My "floor" is made of collision boxes which I gave the solid behaviour, even when the player lands on the ground the jump animation continues. I don't know why horizontal collision boxes are not recognised as floor. I also tried stopping the animation and playing the idle one when the player starts falling but this way it's the idle animation that goes on forever even when I run because the game always thinks the player is falling even if it's standing on a collision box.

  • You do not have permission to view this post

  • thanks a lot

  • The player can press J to attack, the attack animation is interrupted as soon as J is released. Therefore J has to be pressed for about a second to see the whole animation. I would like the animation to continue on even when J is released. How do I do that?

  • 5 posts