Wigriff's Forum Posts

  • I think I'm going to redo it all from the ground up using the Diablo example, but having key controls instead of point-and-click mouse controls. I don't know if it will work or not, and it will take awhile, so I will have to wait until I get off work tonight to try. I'll post the results.

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  • Here is the test level link:

    https://dl.dropboxusercontent.com/u/172450407/New%20project/index.html

    I have found 3 ways to make the Up-Left (W+A) animation to trigger, but it stays stuck in the first frame. I cannot, for the life of me, figure out how to get it to play from keyboard triggers.

    Here are the movement events as they sit now:

    <img src="http://i43.tinypic.com/33cyn3p.jpg" border="0" />

    This doesn't work either. I have tried about 10 other ways as well, and they all end up with the first frame of the "UpLeft" animation frozen on the first frame. *shrug*

    OP: We will get this worked out eventually. lol

    <img src="http://i42.tinypic.com/143fcz5.jpg" border="0" />

  • It does this even if "Every Tick" isn't the method used, but I will give it a shot.

    **Update: No dice.

    The animation doesn't move past the first frame no matter how I do it. *shrug*

  • Here is the test level link:

    dl.dropboxusercontent.com/u/172450407/New%20project/index.html

    I have found 3 ways to make the Up-Left (W+A) animation to trigger, but it stays stuck in the first frame. I cannot, for the life of me, figure out how to get it to play from keyboard triggers.

    Here are the movement events as they sit now:

    <img src="http://i43.tinypic.com/33cyn3p.jpg" border="0" />

  • That doesn't work either, and "Else" isn't valid when used in that event chain.

  • siks: That does the same thing as my other potential solution; it triggers the first frame of the up-left animation, but the animation doesn't actually play.

  • I can link you to an explanation of the workaround if you want, or I will post here when I figure out how to do this without lag.

  • I was wondering the same thing. I know a work-around to setting animations based upon the angle of the current player, but there is always a lag in animation change when changing directions, which is entirely unacceptable. The animation changes are instantaneous when they are mapped to keys, but when you try to do what you described it doesn't work.

  • Vee41: You sir, are a scholar and a saint. And a small, disheveled, furry brown thing, apparently. Regardless, I like you.

    And here I thought making families would require weddings or some sort of weird sprite mating ritual that I wasn't entirely sure I wanted to be involved in. Your solution worked brilliantly. I actually didn't know about the families function or how it worked until now. You have saved me a TON of time in this project, and not just with this. Thanks. :D

  • So I would make an identical command for the trees as well? I tried this, and with one for the trees as well, and either the player is always on top, or the trees are. I am sure I am doing something wrong. lol.

  • Oh, r133 is a beta release. I guess it isn't because of Steam. heh

  • Ugh. I DO have a paid license (personal), but it is through Steam. It says that I have version 132, and I need version 133 to open your capx. I should have never bought Construct through Steam. Ever. EVER. It has been a constant headache.

  • I can probably do it much like I did the opacity problem, using blackhornet's method in combination with yours.

  • I think that will work Cow, but I will have to work out a way to do it using the UIDs I think. When I apply it to all trees with a "For Each" it creates an... interesting phenomenon. lol

    Check it out: dl.dropboxusercontent.com/u/172450407/ForumTest/index.html