Wyvern's Recent Forum Activity

  • not reacting to the user imput is something like "ignoring user imput"

    but the problem is to make it last some seconds, no matter the input of the user

  • I'm trying to figure out if there is a way to "freeze" the character (but not his animation) for exemple for 1 or more (or less) seconds

    for exemple

    if the character is hitten by something it will stop working for 0.3 seconds

    there is a way do make this kind of function?

  • I used a boolean to choose among the two and somehow it works again :)

    don't know if this is the best solution but I don't have any other in mind at the moment :P

    Thank You for your hel again! ;)

  • YES!! It Works!!

    Thank You! ;)

    But I used

    -> Sprite: stop ignoring platform user input

    instead of

    "start ignoring control trigger once"

    because it's something that I couldn't find >,<

    where is it? O.o

    But.. well. somehow it works.. u,�

    however..

    putting

    Keyboard: down arrow is down

    --> Sprite: set animation "crouch"

    instead of

    Keyboard: on down arrow pressed

    --> Sprite: set animation "crouch"

    messed up the condition

    Keyboard: down arrow is down

    Keyboard: on A pressed

    --> Sprite: set animation "crouchAttack"

    something like the two animations are played at the same time, so

    if you press A simply it would make the program play again the "crouch" animation instead of the attack one >.<

    am I thinking right?

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  • I already thought something similar, but the problem is that if the user start pressing the down arrow and the right (or left) one together while the character is still fluctuating (I mean he is in the air and it's either jumping or falling), when the character reach the ground (and the two directions, down and right(or left) are still pressed) he continues moving to right or left.

    I'd like to give the priority on the down arrow stopping completely his movement (a plus it would be being able to choose to stop movements for 0.3 seconds ;P)

    your solution is similar to mine (so it doesn't work xD)

    and setting vector x and vector y to 0 doesn't fix the problem since the effect is that the character keeps moving (even if a little more slowly than before >.<)

  • .< I even used it but I didn't thought to it when I saw [invert] on your reply >.<

    I must be really tired :P

    what plug-in? O.o

    that solution of OR is really good actually however ;)

    do you know if there is a way to create other event sheets or a way to simulate something else aside from "jump, left, right" ?

    I need "down" >.<

    I mean, after landing from a jump, if both the down arrow and the right (or left) one are pressed, he messed up the animation and beside I need to read only the down arrow if both are pressed simultaneously.

    so basically a way to exclude a command.. "simulate down" would be perfect but is not present among my choices and I don't know if it's possible to extend them

  • I thought of using the simulate control in the beginning but the only chose I have in the scroll men� are: Left, Right, Jump (and I haven't understood a way to add more choises yet) I'm using Construct 2 and I never used Construct 1 so I don't know what is different. >.<

    If I set vector X to 0 the character won't stop

    Yann

    [invert] Down arrow is down

    on Down arrow released is the idea?

    I tried and it works but partially because the character won't stop immediatly (but it stops)

    ...but..

    if I keep pressed the left(or right) arrow and (while keeping it pressed) press the down arrow and quickly release it (the down arrow), the effect is that the animation goes and the character as well since it keeps moving with the wrong animation instead of being still >.<

    I had the same effect with

    Keyboard: Down arrow is down

    Keyboard: Right arrow is down

    + Sprite: Simulate Platform pressing Left

    (the idea was that the opposite direction would have stopped the movement since before posting I tried both vector x, max speed, accelleration and ignoring user imput but nothing seems work well untill now >.<)

    P.S. However..

    the best result is mixing both your answers xD

    Keyboard: Down arrow is down

    -> Sprite: Start ignoring Platform user input

    -> Sprite: Set Platform vector x to 0

    Keyboard: On Down arrow released

    -> Sprite: Stop ignoring Platform user input

    In this way someway it works ;P

    Thanks for the suggestion ;)

    by the way, there is a way to put a "or" in a condition? O.o

  • I mean, I'm using the platform behavior and what I'm trying to accomplish is to stopping my character from moving forward (or backward) when I press the down arrow on my keyboard (even if I'm still pressing the right arrow or the left one) and as long as I've the down arrow pressed he should be stopped from moving into other directions.

    I'm new to this editor and what I'm looking for (but I still can't figure where it is) is a command to simply stop the directional movements (and only the directional movements).. or a best way to go on :P

    have you ever had this problem? (damn crouch function >,<)

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Wyvern

Member since 8 Jan, 2012

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