Tokinsom's Recent Forum Activity

  • Your walking and jumping animations are trying to play at the same time because you aren't properly checking if your player is on the ground or not. Adding sub-events with no actions doesn't help anything..

    You want to change them to something like

    +Player is on ground

    (sub event) Player is Walking : Set animation to walking

    (sub event) Player is NOT Walking : Set animation to Standing/Idle/Whatever

    +Player is NOT on ground

    (sub event) Player is Jumping : Set animation to Jumping

    (sub event) Player is Falling : Set animation to Falling

  • Click on the plasma object, go to it's properties, click edit source, and delete the "cloud."

    I don't really know why it's there in the first place..I've deleted it every time lol.

  • Kinda the same concept.

    +on "tap" pressed

    (sub event) +value "tap timer" is lower or equal to 0

    -set value "tap timer" to 30

    (sub event) +value "tap timer" is greater than 0

    -add your double tap actions here

    +value "tap timer" is greater than 0

    -subtract 60*timedelta from value "tap timer"

    ...or something like that.

  • Strange. Seems to be working fine over here; nothing happens if I click around the player, only directly on it.

  • I know for sure groups don't stop events from working on my end, even groups within groups. There might be a problem with your install or your event logic

    This. I use many event sheet includes as well and have never had any problems with em.

  • Uhh not in Construct 2.

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  • Sounds like you have other animations that are interfering. I can't say for sure since there's no .cap, but make sure your 'on ground animations' are in a sub-event that checks if the player is on the ground..same for in the air.

  • -goes back to playing Muramasa-

  • Wish there was a quality help file or manual of sorts.

    http://sourceforge.net/apps/mediawiki/c ... e=Families

  • the cap changes depending on the keys used

    Seems it will register 3 keys when holding up, but not when holding down. That's all I can think of atleast ^^;

  • The problem has nothing to do with your events; it's the control setup

    Keyboards can only register so many keys at a time, and the cap changes depending on the keys used. For me, using the arrow keys and S to jump / D to shoot fixes it.

  • You guys are making this way too complicated

    Fix: http://dl.dropbox.com/u/17634050/Zelda%20II_fix.cap

    (Also fixes a bug where you can't attack in-air while holding down)

    Kinda had to re-do all of your events lol.

    Also, if I may.. Link is supposed to have 3 walking frames, less friction, and pulls his sword back before and after attacking. You're also using the wrong frames for jumping. Aaaand you might want to make a 'base' or 'collision mask' for Link or he will get hung on ledges and stuff. Ok I'm leaving now..

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Tokinsom

Member since 6 Jun, 2010

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