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  • This is due to a bug with what animation construct thinks is playing. Go to the debugger when running your .cap - check what animation is playing. It always says 'animation'. I think I submitted this one to the tracker...

    To work around, set a value to the animation name manually.

    Could you give an example? I'm not sure how to assign it since it can't recognize what is playing.

  • Nope, I named each animation differently.

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  • ..Doesn't seem to work for me.

    I tried something simple to test it out like "Animation "Run" is playing - Destroy object" and the animation plays but it doesn't get destroyed.

    Same thing with "On animation finished" events.

    Maybe I'm doing something wrong? do I need to enter anything other than the animation name when prompted?

  • A workaround is to set its size each frame to its original width and height.

    Oh yeah, this is a nice temporary fix

    I guess that with this fix you don't really need to look into it, deadeye! now I can set "Play animation" along with any animation-changing events, which seems to solve the problem.

    Now I just need to lessen the bouncing, I'll try playing around with force settings..

  • That will be great, thanks

    I'm a graphics designer, not a coder, that's why my events are a little sloppy

    I've used MMF before, so this is a little more complex for me - it looks like the order of events is much more important here.

    Also, do you think I would be better off using a different method to control the guy? the only reason i'm using the physics movement over platform is because it allows me to easily play with velocity.

  • You might want to check the order of your events. If you have an event that switches your sprite to a different, single-frame animation that is being run before checking for left/right input and switching to "running" then when your "running" animation comes up it will always default to frame 1. For instance, putting your "change animation to default" action into an always event at the start of your animation routines will do this, but there are other ways as well. Just double-check that there isn't anything triggering an animation change prior to your running action that might be overriding it, and condition it accordingly.

    As for the sprite changing size... I don't know what could be causing it. I've never encountered it, and I've never heard of it happening. Maybe you could upload an example of what's happening so someone could take a look at it?

    I double-checked, and nothing should be changing it - the animation is the right one, it's just stuck on frame 1 like it doesn't play.

    Like I said, it works fine 90% of the time, but after playing for a while it randomly happens. I don't really want to show the game yet - could I email you or something?

    Everything is going smoothly for me in the controls department, but i'm having alot of trouble getting animations to play correctly. it'll always end up NOT playing any animations, while still switching to the correct ones.

    by the way, your kick-it demo is perfect for my game - except for the little bounce the character makes when it lands. did you find a way to work around it?

    Thanks for all the help!

  • I have an event that triggers "play animation" whenever a sprite changes direction. each time "Play animation" is triggered in the game, the sprite warps more and more, until it's almost invisibly thin. while on the subject, is there any reason an animation will just stop playing although it's supposed to loop? is it a known bug?

    I set a sprite to change to a running animation when holding the right key for example (I made sure "trigger once" is on), and it works fine for a while, but eventually when it switches to the running animation, it will be stuck on the first frame.

    Anyone come across something similiar?

    I love the program, but it seems way too unstable to develop something ambitious on..

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electrii

Member since 17 Feb, 2008

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