VertexZero's Forum Posts

  • Sorry for the not so explanatory title.

    So to put it simple, I've been banging my head for days trying to figure out what's wrong with the method I'm using.

    What I would like to accomplish is for my character to do a roll animation while walking or running.

    So I thought it would be simple since all I would have to do is something similar to what I did with crouch, but with no luck.

    This is the link to the capx file: https://www.dropbox.com/s/7iq6p7pwzd7cnj2/test_03.capx?dl=0

    the controls are:

    left and right arrows = running

    left and right arrows + x key = walking

    up = jump

    what I did for crouch can be found in Player Controls and animations are in Player Animations sheet.

    So if anyone could point me out my error, I would really appreciate it

    Thanks in advance!

  • You are very welcome! Hope that helps you

  • This is quite well explained if you need to get a good start:

    https://www.youtube.com/playlist?list=P ... B7WQoHf-My

  • I banged my head but with no results. Is it perhaps the shock angle that I'm getting wrong, or perhaps the impact surface?

    Anyways, JH1 , that's awesomely cool!

  • I was working on something similar. You ll have to use a grid type of movement if you wanna accomplish this.

    Im at work so I dont have the files with me but try something like:

    use custom movement behaviour:

    Movement on Y = round(Player.Y + cos(270)+speed*dt where speed is the number of tiles per dt (delta time)

  • hey thanks! I didn't even know how to do that

    Cheers

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  • Hi!

    So I'm using a grid movement for a cinematic platformer and the problem I'm facing is that I cannot force the game to ignore the input. Is there a way to do this?

    Thanks in advance!

  • Having exactly the same issue. Starts freezing after a couple of seconds. I got the latest stable release

  • Hey shinkan, never saw this .capx file before, but it's quite helpful since there's a good amount of comments.

    This should definitely help me a better understanding. Thanks!

  • By the way, what I did was create a variable called GridSize and set up to 32. Also a currentxPos variable which is updated with the current position on x of the Player. I got a simple grid movement working but only if I use On keyboard pressed and not Down. if I change it, the Player starts to behave strangely. So I assume it's something relative to how I'm using the expression. For now I'm simply adding the gridsize to the x pos of the player.

  • Hi!

    So basically, Ive been working on the proof of concept of my game project.

    Now, after adding many features and getting to understand C2 a bit more, I arrive to a total knockout corner <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    I've been trying to figure out a way to do something like what is described here:

    http://www.gameanim.com/2005/06/15/flas ... standards/

    I know I should switch to Custom movement. I fiddled with it a bit but I'm struggling to get something properly done.

    So basically what I need is for someone to point me out towards information, tutorials or anything that could help me.

    Thanks in advance!

  • Excellent Tutorial, Valerien. Will be very useful to know all these concepts for my project. Thanks!

  • Nevermind, and thanks again. I reorganized my code based on the previous help and took the time to see where the problems lied.

    Cheers!

  • Sorry for the shameless bump!

  • LittleStain, you are right. I added the bar update with the values twice. Should instead stay in the HUD sheet. My idea is to deal with the values (since later they will be modified by a simple level up system). The way I understand it, I should add my variables and then update the bar with the values based off currentStamina and maxStamina.

    The reason I added a Stamina Consumption sheet is mainly because every action uses a different amount of stamina. Some actions use a constant value and others such as running are based on the duration of the action.