-Silver-'s Recent Forum Activity

  • Man, what a ball-ache.

    Okay here's what I've come up with after tweaking things a bit with simplicity in mind: http://dl.dropbox.com/u/31971596/Anim%20Tweaks.cap

    This still has issues. The animation is set to NOT loop, so looks odd when you keep the X button held down while moving. It's like he slides along the ground. I'm still a complete noobie to Construct so I don't have the answers.

    What I would do in this situation, is create a different attack anim for running, that merges the arm thrust with the basic leg movement of the run anim, and then also includes the basic run animation afterwards as a part of the attack animation. I would set the animation to repeat, but from the frame number where the basic run anim beguns. It would then appear to show the character doing his attack, and then continuing to run until the X button is pressed again to initiate another attack.

    Hope that makes sense ._.

    I'm sure there's a better way of doing this, but I'm just as confused by Construct as you are <img src="smileys/smiley17.gif" border="0" align="middle"> That's why I love the community though. Most of the time people jump at the chance to help!

  • I feel your pain. I'm having a lot of issues with animations playing at the same time / being prioritized in the wrong order too. My last animation issue was solved by simply going to bed after an hour of failed attempts, and trying again in the morning with a clear mind. It's surprisingly effective!

    Would you be able to take a screenshot of your current animation events list? That way I might be able to give some more detailed feedback, and I'm sure some more experienced CC users will be able to as well <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Did you make the gif yourself? Or did you just grab it from the interwebs?

    If you made it yourself then you'll already have all the individual frames you need to import. If it's someone else's creation that you're using, then you'll need to find a program that can separate the gif in to individual frames first, and then import then.

    Long story short, use your own resources to avoid complications.

  • Yeah, sorry. I was assuming you had made the gif, and so already had the individual frames.

  • Yup! Right click in the Animations section (where your gif frames are going to go) and select 'Import'. Browse to your gif images, select all the frames you want to import, and click ok. Much faster than one-by-one <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Is it possible to have a sprite's base follow the angle of the platform it's on?

    I'm using a wolf as the main character (so quite a long sprite) and it looks odd when he's on a sloping platform but standing as though he's on a flat surface. I'd like him to follow the angle of the ground he's running on.

    Image of what I'm after, in case the description is confusing:

    <img src="http://unlimitedlivesblog.files.wordpress.com/2010/07/sonic_screen_1.jpg" border="0" />

  • Solved it. Took a good look at DeadEye's fantastic Platform School animation events, and applied something similar to my own game.

    Ended up with this, for anyone from the future with a similar issue:

    <img src="http://i216.photobucket.com/albums/cc212/darkstorne/ConstructHelp-1.png" border="0" />

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  • Been banging my head against a wall over this for an hour now. Finally caved in and am asking for help <img src="smileys/smiley36.gif" border="0" align="middle">

    I've found this thread: http://www.scirra.com/forum/jumping-animation_topic43196.html which outlines an identical issue, but I'm still confused.

    Basically, I can't get both my running and jumping animations to play well together. I can get one of them working perfectly, but then the second will be stuck on a random frame - not animating. It depends which is higher up the list of events.

    I'll attach a screenshot of my event list for animations below. Perhaps it's to do with the way I handled checking for direction with the D and A keys (I'm using WASD for movement at the moment). As for the Inversed Condition for the jump event - that was my latest attempt. In the thread I linked to above the solution was to use the events 'Player Is On Ground' and 'Player Is NOT On Ground'. I couldn't see the NOT On Ground Event anywhere, so wondered if you had to use the Invert command to get it. I just had the 'Player Is Jumping' Event before, which is now a sub-event. Either way it isn't working.

    Anyone see where I'm going wrong? No doubt it's painfully simple <img src="smileys/smiley17.gif" border="0" align="middle">

    <img src="http://i216.photobucket.com/albums/cc212/darkstorne/ConstructHelp.png" border="0">

  • Thanks man, makes perfect sense!

    Unfortunately I'm an artist and a writer who hated maths back at school. What amounts to basic logic to some people, amounts to a headache for me =P

  • Still very new to using Construct (most of my time is spent painting resources atm) so please excuse my simpleton questions :P

    I have the camera set to focus on the player at all times (building a platformer) through the Event: Always (every tick) - System: Scroll to Object Player.

    This centers the player at the very middle of the screen though, and I'd like it to be slightly offset on the Y axis so that there is more space above the player than below, like in this image of Sonic:

    <img src="http://src.sencha.io/http://www.thunderboltgames.com/s/reviews/xbox360/sonic_3.jpg" border="0" />

    Any advice on how to achieve this would be greatly appreciated :)

    Many thanks for your time.

  • <img src="http://i216.photobucket.com/albums/cc212/darkstorne/Wolf-GIF-1.gif" border="0" />

    Fifth pass. Hopefully, that's it until I know exactly how I want him to look (head needs a lot more work) and I know exactly how the engine will work physics-wise. Then I can fine tune the animation's speed and frames. That tail seems to hang a bit at the top, and the hind legs need smoothing out as they draw into the body, but otherwise I think I'm pretty much there.

    Anyone think I've missed something? I've brought his rear end down a lot more now, on Lucid's recommendation, and the head shows a lot of movement now - hopefully without too much of a head-banging look <img src="smileys/smiley17.gif" border="0" align="middle" />. I've also re-worked the front legs so they don't seem to kick out or spasm in mid-air (see fourth pass for comparison). Other than adding in more frames to smooth it out, I'm not if anything else needs altering.

    Many thanks for all the help on this one. Your feedback has been really insightful, and I've learned a lot from it. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Out of curiosity, how are you animating this?

    I'm using Photoshop for the most part. So each frame is just one layer, rather than a body and four separate legs for a total of 5 layers. Originally I intended to build it up that way, and animate the legs in Anime Studio, but from the limited experience I have with animating trees I learned that raster images don't bend well with bone animation. Since I want this one looking the best it can, I decided to paint each main frame separately, and then tweak them in Anime Studio so they blend well.

    4th pass is done, and my head is hurting now from working on this and nothing else <img src="smileys/smiley17.gif" border="0" align="middle" />

    <img src="http://i216.photobucket.com/albums/cc212/darkstorne/GIF-4.gif" border="0" />

    The legs should now look a lot smoother as they hit the ground, but the front left leg seems to kick or spasm when it's in the air, so I'll have to fix that. Smoothed out the head so he doesn't seem to be rocking out <img src="smileys/smiley17.gif" border="0" align="middle" />, and edited the tail a teeny bit. Also brought the rear end down a touch, but it may still need to be lower.

    Going to take a break from this run animation for a day or two, since it was driving me crazy today. I'm not sure if I've made it worse with this update! So as usual I'd love to hear your critique, but I'll let it all settle in for a day or two before putting your awesome feedback into effect.

    Many thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

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-Silver-

Member since 21 Sep, 2010

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