Sup with that?'s Forum Posts

  • ? You just do the exact same thing for his idle animations:

  • Ok, for some reason C2 is being all weird and laggy trying to save changes so here's a screenshot which I hope illustrates the basics.

    As I thought, the problem was conflicting events and you needed sub-events like Kyatric said.

    1) You need to separate the animation changes with sub-events for different values of 'vaquero', otherwise they will try to override each other and not work properly.

    2) The highlighted yellow parts are for the shooting action. You need to add a condition which makes an exception for the shooting animation so that doesn't get interrupted by the normal running animation, then change it back once it's finished so that it in turn doesn't override other animations.

    Then you just need to apply similar conditions to other animations. It's kinda rudimentary but it should work.

  • That worked! But now I'm confused... the player has no animations other than his normal type and I can't seem to find the powerup or any events related to it..?

  • lol try breaking the link up into several lines, this forum doesn't allow newer members to post links unfortunately

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  • Hmm, a little hard to say without looking at the capx. Are the controls for movement/shooting separated from the animation changes with sub events? It sounds like it might be a conflict where movement controls only apply if the cowboy animation isn't playing, or shooting automatically plays the not-cowboy animation. Can you post a screenshot of the events in question, or upload your .capx to download?

  • I mean, if you haven't already, you need to add the conditions for every time you switch animation, for every value of variable. Something like,

    If Player walking

    (sub event) + Variable = 0 --> Change animation to Normal_Walking

    (sub event) + Variable = 1 --> Change animation to Cowboy_Walking

    If Player presses slide --> Slide

    (sub event) + Variable = 0 --> Change animation to Normal_Slide

    (sub event) + Variable = 0 --> Change animation to Cowboy_Slide

    Otherwise you may get conflicts with it trying to switch to a different animation when it's trying to slide, etc.

  • If I'm understanding correctly, it's just a timer which runs ~12x that of normal time?

    This might not be the ideal way, but, if I recall correctly when I had a time display I had a sprite font object with several variables (Days/Hours/Minutes). It'd constantly add dt to the Minutes variable, when Minutes >= 60 it'd add 1 to Hours and reset Minutes, etc. To display the time I'd just have it as "Set text to Days ':' Hours ':' round(Minutes)". In your case you can add dt*12 or something.

    To make it prettier maybe you can use several sprite fonts to have 0s when the variables are in single digits (e.g. 01:02:03 instead of 1:2:3).

  • One way you can do it is to have a variable which changes when the player picks up a powerup and which controls which weapon/animations are played.

    So e.g.

    Player collision with Powerup --> Destroy Powerup + Set Variable to 1

    If Player shoots + Variable = 1 --> Shoot flamethrower

    If Player running + Variable = 1 --> Set animation to Cowboy_Running

    etc.

  • Well, you don't need to create a revolute joint every tick, doing it once at start should suffice like in the tutorial. Other than that if you've followed the tutorial it should work as far as I can tell. Are you sure you're applying impulse to the correct image point?

  • Pretty sure you can just give the platform solid behavior and the player should stick even if it's moving. You can have a look at the default Platformer Example, there's an example of it there.

  • I'm a little confused whether you mean layers or layouts, but, maybe try using a global variable to signal when each one needs to be at whichever opacity.

    E.g.

    Player finishes level 1 --> Set Global Variable to 2

    If Global Variable = 2 --> Set opacity of level 2 to 100

  • I meant the actions when in the event sheet editor.

    On tap up arrow --> Player simulate jump

    To add the simulate jump action go to Add Action --> Player --> under Platform behavior --> Simulate Jump

  • It'd be under Player as part of the platform movement actions.

  • You need to add a "Player Platform Behavior simulate Jump" action to the tap up arrow event. Platform behavior uses arrow keys by default so it automatically simulates jump when you press the up arrow, it just doesn't tell you about it.

  • Maybe try playing around with the sprite's collision polygon to make it more consistent.