Dachre's Recent Forum Activity

  • Hello, all. Name's Dachre. Just joined the forum, and have been using Construct 2 for a couple of days. So far: I'm pretty impressed with it. I was wary at first, as I haven't liked "drag-and-drop" development environments in the past, but this software seems more powerful than similar software I've used before.

    I've dabbled in game development in one way or another for about fifteen years or so. I've never "released" anything I've made—I do it purely for my own enjoyment, and that of my immediate family and friends.

    I also enjoy sound design, various types of visual art, and am an avid, if discombobulated and somewhat private, writer of fiction of various sub-genres. My current focus is a mildly dystopian space opera, but I have a nasty tendency to jump around from project to project.

    Neh, not much else I can think of to say about myself, really. Looking forward to the community.

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  • Thank you both for the help and feedback. ramones, your movement detection solution functions perfectly, and is significantly easier than the methods I was using. Since I'm new to the engine, I didn't even know those methods existed.

    Not only does my movement system now work as intended, but I was able to shave nineteen events off of my event sheet. Again, thanks for the hand.

  • Foreword: I noticed, after I was done typing, that this turned into something of a dissertation. Apologies beforehand for the wall of text.

    Hello, all. I have some experience with various other game-making software, but I'm completely new to Consturct 2, so I decided that this might be the best forum for my question. I started throwing together a simple top-down-shooter the other day, and I'm having a little issue in my movement sequence.

    The "player" consists of two sprites: Player, and Player_Feet. The Player sprite is the body/arms/gun/etc., and the Player_Feet sprite, as the name might imply, is just movement animations for the legs and feet. I separate the two because I'd like them to move independently of one another. The player rotates to face the mouse, and WSAD is used for 8-direction movement.

    What I'm trying to achieve is an effect that I've done before in other engines: since the player always faces the mouse, but has free range of movement, I want the animation for the feet to switch between back-and-forth and strafing left/strafing right based on his movement and relative angle to the mouse. (It looks bad, to me, to have the legs swinging back and forth when the player is obviously moving side-to-side.)

    What I have thus far works just fine, except during diagonal movement. Whenever multiple movement keys are pressed at once, the leg animation "sticks" on the first frame, and does not animate. My previous programming experience is telling me that my problem is likely that I have one or more of the conditions in my event sequence firing repeatedly, and it's setting the animation back to the start while the buttons are held down, giving the illusion that the sprite isn't animated. But, I'm either too tired, or too nearsighted to find the error.

    Below is posted an image of the event sequence that I'm using for movement. I also have the .capx file up in my Google Drive, and I can provide a download link to that if necessary.

    As an aside: Like I said, I'm new to Construct 2 and it's way of doing things. If anyone has any advice for optimizing or compacting my event structure, I'd be delighted to hear it.

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Dachre

Member since 17 Feb, 2016

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