Black Rabbit's Recent Forum Activity

  • >

    > > I'd rather not use the is mirrored and set an instance variable for the direction the player is facing, but yeah, that sounds about right..

    > >

    > > The if not mirrored should be a sub-event so the else event would only react to the "if not mirrored" condition.

    > > Else doesn't need another condition attached, just right click and select add "else"

    > >

    >

    > I thought you could only do the flipped animation with mirror, are you saying there is another way of setting mirrored? (which is the only way I know how to tell if a sprite is facing left or right).

    >

    Flipping the animation is done with "set mirrored"

    That doesn't mean you can't have instance variables deciding over if the animation should be "set mirrored"

    I prefer using instance variables for this for it makes my events much easier to read..

    player.facing = "Left" VS. player is mirrored

    It's a personal thing, I guess..

    Ah fair enough, I though there was another way to detected the facing of the character.

    I am guessing you would set the variable "facing right" true when you mirror and false when you do not set mirror, so you can reference this true or false elsewhere. But is there a real advantage in creating an extra thing on top?

  • I'd rather not use the is mirrored and set an instance variable for the direction the player is facing, but yeah, that sounds about right..

    The if not mirrored should be a sub-event so the else event would only react to the "if not mirrored" condition.

    Else doesn't need another condition attached, just right click and select add "else"

    I thought you could only do the flipped animation with mirror, are you saying there is another way of setting mirrored? (which is the only way I know how to tell if a sprite is facing left or right).

  • It's actually not that hard to implement..

    Something like:

    on pressed left

    -- player is facing right

    > play turning animation

    -- player is facing left

    > player simulate pressing left

    on turning animation finished

    --player is facing right

    > player set facing to left

    -- else

    > player set facing to right

    should be a good start..

    I like using this for registering keyboard input:

    Thanks I will try this once I get home, so let me get this right:

    Event:

    On key pressed right

    If not mirrorred > Set Animation Turn

    Sub Event:

    If Mirrored > Player simulates press Right

    Event:

    On Turning Animation Finished

    If not mirrorred > Player Is mirrored

    ELSE

    ????

    Did I get the whole thing right? (except the last part I am not sure how to turn that into event since ELSE usually needs first a condition to trigger an action.

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  • I do not feel too confident sharing assets online, so can someone just tell me how can this be done without messing up the mirrored stuff or the idle/run animations?

    I have done it in several ways, but none of them really worked, when playing with a keyboard is so easy to press left/right and break the system by making it do something like moonwalking and things which would not be possible if using a joystick.

    Ideally I am trying to create something that I remember Symphony of the Night to have.

    You move right, then press left, your character does not stop but rotates in that direction then starts playing the run animation in the opposite direction. And if you press left and right quickly, the character will always stop playing first what's currently playing (without messing up the mirror).

  • >

    > Some friends also suggested Unity Playmaker, but with being a 3D camera I wonder if the pixels gets approximated/bled and if working in general on a pixel art based platformer is a lot more complicated than here.

    >

    If you're interested in node-based programming, try (as I suggested before) Unreal Engine 4 with blueprints (it's free). Only if it fits your needs and you prefer Unity, go buy Playmaker. But in my opinion it's a bit harder to use than C2.

    I really love how C2 handles the coding aspect, it is the closest thing as verbally telling to a program what you want to do, and I doubt there is anything easier (from an artist point of view).

    But I hear the node system of Unity is pretty easy too, especially with playmaker, but there is a rendering issue with pixels which can be corrected by buying another cheap $10 module called Pixel Perfect which rectify the rendering issues. The problem is that there is no free version of playmaker, so I would be committing to something I do not even know it will work.

  • Black Rabbit

    Mine expiriences are like this:

    working in C2 is awesome and support from community is excellent but publishing is total mess.

    C2 dont suply their own publishing solution but it relys on others, 3rd party services, wich means a whole lot of problems and non compatibility issues that you will encounter.

    BR

    Thanks, I have been a bit worried about stuff like that, because obviously I would never be able to solve those if they happen (unlike other issues which happens in-engine).

    Some friends also suggested Unity Playmaker, but with being a 3D camera I wonder if the pixels gets approximated/bled and if working in general on a pixel art based platformer is a lot more complicated than here.

  • This one seems quite a simple one to resolve but I have spent hours trying to make it work and failed, so maybe some of you can help.

    The main player in this game can move left to right (using the mirror), jump and all that.

    While on the ground I want the character to turn around before start moving in the opposite direction so what I did was using "on pressed Right, play the turn animation" then on another Event, I did "once the Turn animation is over, do mirror". This works if I keep pushing in the same direction so the guy turns and starts running, but if I just tap the key to the right, he will do the turn animation, then do the first frame of the turn animation before mirroring, can you tell me how do I solve this?

    Also I have noticed a strange behavior with a few things every now and then, but the most recent example is actually with the turning: If I am moving Left, then release, and press right immediately, the character does not turn as if there was some kind of lag that did not make him register I pressed down the key, but if I do not use the turn (so the character just flips immediately) this is not an issue. It almost feels as if press down key "left" is not working because I am doing it at the same time as "release key right" but I do not think it's that.

    Cheers

  • Cool, thanks, my main concern is hitting a wall with something I cannot implement because of lack of understanding.

    If anything at least I would be able to make a good demo to use as example.

    If anyone else has more to add, please do!

  • Hi everyone, I am a digital artist, been working on AAA games for almost 10 years now, but now I want to start doing my own things, and what better way than to make a super polished pixel art platformer inspired by the game that made me want to join a career in video games.

    The dilemma being that I have a very artistic brain and no matter how much you explain coding and scripting to me, I will never get it, so I decided to use a simple ready editor. I gave a shot at first with fusion 2.5, but I could not get very far, so a colleague suggested construct 2 and I am finding it a lot easier but I have reached the limit on what the free version can offer in terms of events and later numbers.

    Before I commit to a purchase i want to check your honest opinions on a few things.

    1. I noticed most of the stuff runs in web browser, likewise can only export to web, which worries me because it limits my future publishing options. Can project be easily exported as PC executables or compatible for hand held or consoles?

    2. If the engine code is written in Java, a language even I know as a non-coder to be horribly sluggish and full of issues, doesn't that mean any game I make will have serious performance issues? Especially because I love to do massive levels and lots of parallax, like 10+ layers or so.

    3. I am trying to create a metroidvania, so think of all the stuff a game like that needs, like save States, huge maps, rpg features and the likes, so can all this be achieved with c2?

    4. If you could suggest another engine for someone like me with my game needs, what should it be?

    Thanks a lot!

  • Thanks, I sort of resolved the situation by adding tons of events which I Am not happy with, looks messy.

    But there is a similar issue with other animations I have noticed.

    For instance I have placed a Turn around animation now which starts when the left key is pressed, then I set to mirror the character once the animation of turning is over, which still doesn't work for some reason because by the end of the turn animation, it plays the first frame again facing the wrong way before going into mirror. As a result now when the character is running left, and I press right, it works randomly (Sometimes it turns other it doesn't)

    I am a bit concerned about sharing assets publicly over the web since my stuff has been often used without permission, so unless there is a safer way of doing it, I cannot share

    I reach new points of hope as I keep working and learning but then I get so frustrated by the randomness I just want to give up

  • Hello everyone, I have got what I suspect a simple question, but I am still trying to wrap my head around on how everything works as I am an artist rather than a scripting person.

    I have looked everywhere and could not find the answer, so maybe you can help.

    I am working on a platformer and trying to add a crouch to the character. Could you either help me answering what I wrote down below or direct me to a good tutorial please.

    What I have done so far is setting an Arrow Down event which starts the crouch animation, so for as long as you hold down the character remains like that, and on arrow down release, it plays the getting back up animation.

    So the problem I am having are:

    1. The character keeps moving with the crouch animation if I press forward and then down, how do I stop that without removing the possibility in the future to add attacks and such while the character is crouched?

    2. If I keep pressing forward, then release and press down, the Crouch somehow does not start, can you tell me why?

    Thank you!

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Black Rabbit

Member since 5 Sep, 2015

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