Pigpud's Forum Posts

  • Thanks So much ! It works Great!

  • Okay, I'll give it a try! Thanks!

  • Hello,

    I am making a platformer with some boxes that I want to have destroyed if the player is doing a special move while falling. It seems really simple but I'm having trouble for some reason getting it to work. I have a solid box and a collision sprite positioned on top of the box. I am also using instance variables to check if the box can be destroyed:

    Player: on collision with Box Collision Sprite and Box collision sprite variable is 0, player is falling, and player animation down attack is playing, add 1 to box collision sprite variable.

    In another event:

    Box collision sprite variable equals 1, Box set animation 2. Animation 2 is of the box is exploding.

    In another event: Box on animation 2 finished set solid disabled and destroy the Box and the Box collision sprite.

    Comparing Y doesn't seem to do anything as well. When I preview the project the code works in a way, the animation plays but all of the boxes get destroyed when I just do the attack on one box. What am I doing wrong, or is this a bug? Thanks!

  • I just found the same problem with a box sprite with a solid behavior added to it. It's really frustrating. Is there some way to simulate a solid behavior?

  • Update! The codes work wonderful!!! Thank you for your help!! :D

  • Hello lionz, I will try the codes and post a reply when I finish them. Thank you for all of your help! :D

  • So I rewrote the codes and the turning right animation works fine, but the turning left animation won't even trigger. The sprite just freezes up when you're facing left. But if you press right while facing left, the turning right animation plays fine. I'm new to construct so I'm probably missing a ton of stuff, so if anyone has a c3p file of how to do this, it would save a lot of time and frustration. My new codes are as such:

    On left arrow pressed and sprite is NOT mirrored, and Turning right is NOT playing, then set animation Turning left then set mirrored. The same codes for turning right with the mirror changed and the animation set to turning right. In another event, Is turning left animation is playing OR turning right is playing, then start ignoring player input. Then in another event, on turning right or turning left finished, stop ignoring player input and set animation idle. The set moving animation will only trigger if animation turning is not playing as well.

  • Hello lionz Thank you for the reply! So the codes I have now are as follows:

    On left arrow pressed, set animation to "Turningleft" then set mirrored. Then in another event: On right arrow pressed, set animation "TurningRight" Then set not mirrored. In another event, On TurningLeft animation finished, set animation "idle". The same codes then for the "TurningRight" animation. Then I have: Platform on moved, if animation Left and animation right are NOT playing, Set animation "Running".

    It's still not working and is only triggering when I am pressing an the left or right arrow when the "start ignoring platform user input" code is running. (I have a fade on the start of my layout that deactivates the player input while it's running) And even then it's still all wonky. This is so confusing because it seems weird to have two "left" and "right" animations when the system is set to mirror on the keys pressed.

  • Hellolionz! Well the turning animation would be very quick, Like Wario from Wario land 3, or like Clara Mae from Night in the woods. I just would like my sprite to seem more real rather then always just going from left to right without any sort of "middle" animation to make the transition smoother.

  • Hello, I was wondering if somebody could help me code a turning animation. I can't find a simple step by step tutorial on how to do it. I have turning, walking, and idle animation and the codes: on right arrow pressed set not mirrored and on left arrow pressed set mirrored. I am guessing that I will need a string variable that tells left from right.

  • Thank you again for your time! :D

  • Hello! I don't know how to upload a C3p file but I just fixed the issue with unchecking the pixel rounding.

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  • Okay wait my bad!! One of the codes I wrote was messed up! It should have been TONY set position to Tony's Box! So the codes you sent work great, and the camera movement is very smooth, But Tony's box is jittering and so is the sprite. otherwise everything works!

  • Okay so I tried the code, but now Tony's Box moves a little on a key pressed, but my sprite stays where he is and the camera kind of just jerks. The Tony's box has the platform behavior added to it, so I added a second invisible sprite that had the scroll to behavior added to it instead, then set it's position to Tony's Box with the lerp, but it's still not working! The sprites are just floating in the air and I can't control anything! Here's all of the code:

    Every tick: Tony: set position to Tony's Box. Then in another event, Every tick: Camera: set position to Tony's Box with the Lerp.

    The camera is the only object with the scroll to behavior. What am I doing wrong? Thank you so much for the trouble!

  • Thank you for the fast reply! My game is a platformer so the link you sent me doesn't apply to my problem. My sprite is quite big in comparison to my viewport which is the size of a Gameboy Advance viewport. I'm having trouble figuring out how to post an image of my problem, so I'll try my best to give the facts: System on every tick, set Tony's position (the sprite) to "Tony's Box".(the invisible box with the scroll to behavior.) My viewport is 240 by 160, and my sprite is 35 pixels wide and 65 pixels tall. I don't know if it's possible to position him more towards the bottom of the screen so you can see more above the player.