Black Rabbit's Recent Forum Activity

  • I do not know if there is an error, I am just guessing based on the very peculiar behaviour.

    the capx is rather big, it would take on forever to go on through all events and explain them, there is like 120+ plus about 50 varaibles (and that's jsut the beginning!).

  • Is there a known issues which makes player behaviour on solid different than when standing on jump-through platforms?

    I get several issues in my character behaviour and animations depending whether they stand on a solid or not. The most obvious issue is that my character does a turn animation before is flipped, and this works fine, however my character can kick in the air, and when they land while kicking on a jump-thru it all works fine but when landing on a solid they will always do a turn animation first. This makes no sense I have applied no difference in behaviour from solids to jump-thrus, I simply call the on landed functions.

    I do not understand, I thought "on floor" and "on landed" applied to both solids and jump-thru equally, I guess not?

    I have also switched around behaviour to make sure there was nothing else at fault with the sprites and collisions and as far as I can tell all works the same, it is definetly a matter of solid vs jump-thru behaviours.

    Is there perhaps a larger margin of errors with solid collisions like the 0.0001 error or something?

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  • Thanks, originally I had done that and did not work, then I realised while trying to fix it that I had made a mistake in the set position of the camera as well, so it should have been self.x and self.y (instead of scollx and scrolly which I copied from somewhere else) for some reason when I fixed that the camera on start also got fixed :)

  • So I have currently a camera set on every tick to lerp(scrollx, player.X, 0.05) lerp(scrolly, player.Y, 0.05) that way it follows the player smoothly, however when I change a layout and I place the coordinates of the player elsewhere for the new lavel, the camera follows smoothly from outside the edge of the screen to the character new location.

    How can I make the camera quickly snap to the player current position if on every tick tells it to always use lerp?

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  • Thanks! I have tried your instructions but could not make it work, perhaps I did not do something right, however your suggestion of removing loop is what was causing the issue, originally, without loop my first idea now works :D

  • I am trying to set the main character idle animation to pick from several, so a breathing one, a looking around one and a twitchy one.

    What I have done is having the character while on the ground and when not moving to start the "idle", that works.

    Then I searched the forums and found a possible solution to randomize and I tried the fucntion on set the antimation "choose("a_idle","a_idle2","a_idle2"). At first it did not work and it just froze my character, then I set it it to "trigger once" it works, but it only chooses one of the three animations only after doing something else like running or jumping, so once the random has been chosen it keeps playing that animation on loop.

    Any ideas, I think the solution would be to re trigger the event over and over but I am not sure how.

    Cheers

  • It has more animations/functions than Alucard and Samus combined :D

    That includes rotating animations while running, events which allows the character to play an animation when it lands from a certain speed while doing a different animation from another speed. Difference in jumps depending if you are running or standing still, same with falling and so on.

    Also, key down and what not are useless when you give the player the freedom to remap every control. I have actually found a way to make this work with the keyboard no problem, now I only need to find a solution for the game pad which seems not to have a functionality to call a key press based on a number.

    Edit: Solved it with controller too, the only thing I have noticed is that both the analog sticks have key codes for +X and +Y but do not have key codes for the opposite directions (I am using a key call function to identify each button code), I wonder why.

  • Hello!

    So I am making a platformer and the complexity of it is pretty absurd right now, what I mean by it, the main character has about 20 animations, each with 20+ frames and whatnot. I am trying to do some stunning pixel art, and so far I am quite happy everything is a smooth as you'd expect in a professionally done game. I have achieved this with the use of 120+ events just for the main character, and I have done my best to keep the the events as clean as possible, with a few nasty exceptions I felt I had to do because I could not see any solution, but I feel that after having gone through all that (and learned new things on the way), I am confident I can make it ever simpler.

    I would like to start from scratch to see if I can make the events structure even smoother and avoid the massive headaches I encounter whenever a bug arises.

    First of all I want to ask if the use of variables for input controls is the best way of doing this, so I write a list of events which determines each control state (up:0, Up:1, Left:0 Left:1 and so on), then I map each individual keyboard or joypad button to those variable events, that way I can control the movement and character interaction events using only variables instead of "key pressing" functions. I am asking if this is the best way because I have noticed that variables sometimes seems to react a little slower than direct input controls, I remember finding an issue which was caused by a variable not switching fast enough, then when I I changed it to a direct keyboard control the issue was gone.

    I am also asking this because I am not sure how would I simulate "on press" with variables, I mean "is down" is pretty simple, the variable is either 0 or 1, but how do you register through variable "the moment they variable is switching to 1 from 0"?

    I think this is all, thanks in advance and sorry about the long wall of text!

  • I have managed to make the trail work with some of the suggestions here.

    There is an issue though, and that is the trail does not flip with the character, and if you set it to mirror the same as the main character, the whole trail flips every time the character turn.

    Any idea how to solve this?

  • >

    > The problem remains, when I I hold Right+Left, and release either, it starts moonwalking. I do not want that, but I do want it to keep the fluidity of movement when I switch from left to right on the fly (rather than having to stop then turn).

    >

    That's why I started using the keyboard setup I linked, for this can be easily avoided..

    Yes but then I get the problem that if the character is running left and I press right quickly while releasing left, it stops dead still and I have to click right again to make it move, making it feel very clunky and sluggish.

  • Nope it's not working, if I follow the exact same steps written here, literally nothing happens.

    I have tried to tweak them a little but what happens is that it flips the last frame of the Turning animation before going to idle.

    Update: I have done it in a slightly different way by making sure the the Turn animation sprites were flipped backward, then on key press setting the "mirrored" first then tell it to play the turning animation, that worked.

    The problem remains, when I I hold Right+Left, and release either, it starts moonwalking. I do not want that, but I do want it to keep the fluidity of movement when I switch from left to right on the fly (rather than having to stop then turn).

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Black Rabbit

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