Murad96's Recent Forum Activity

  • Murad96 Your origin points on your walk are all over the place, that's why he's warping around. Open your animation, edit the origin (recommend hitting 2 on your number pad to center it at the bottom) then right click on the origin point in the window and "apply to all animations". He'll stop warping around then, but you'll need to set your events up differently to have it work smoothly. Lot's of tutorials to help you with that...

    Thanks that fixed the problem, but how come the walking animations take ages to stop and revert back to the standing animation?

    mediafire.com

    If you don't want to open the file, please still try to help.

  • just saw the capx.

    your issue is that you are using the player as player AND playerImages, and you need to create an invisible object.

    The manual recommends: "For the most reliable platform movement, it is recommended to use a invisible rectangle sprite with no animations with the Platform movement. Then, the animated player object can be positioned on top of that. Otherwise, the changing size and collision polygon of the object as its animation plays can interfere with the Platform movement's floor, wall and slope detection, causing a shaking or glitchymovement."

    this tutorial will solve all your issues:

    https://www.scirra.com/tutorials/243/building-a-platform-game-a-beginners-guide/page-1

    I make an invisible Player sprite, and when I do the running animations, it still flashes/move back and forth. Even before that, the animation didn't even happen, and after I made the Player sprite larger, it did happen with flashing.

    What did I do wrong this time? I'm following the tutorial and have pinned the image, and I still have problems.

    Please check my Construct 2 file, I've even started again.

    mediafire.com

    The same happens with my standing animations, so I had to make him stand still completely with the standing animation.

    I know there are the other problems but they're there because I started again, the problems I don't know how to fix are the ones I mentioned.

    ****s sake what's the point in trying..

  • just saw the capx.

    your issue is that you are using the player as player AND playerImages, and you need to create an invisible object.

    The manual recommends: "For the most reliable platform movement, it is recommended to use a invisible rectangle sprite with no animations with the Platform movement. Then, the animated player object can be positioned on top of that. Otherwise, the changing size and collision polygon of the object as its animation plays can interfere with the Platform movement's floor, wall and slope detection, causing a shaking or glitchymovement."

    this tutorial will solve all your issues:

    https://www.scirra.com/tutorials/243/building-a-platform-game-a-beginners-guide/page-1

    Yea I remember seeing that in the tutorial. Thought it won't do any difference but looks like it does, thanks! I think it will solve the issue of the collision polygons being messed up as well hopefully.

  • >

    > > Save from Blender or other 3d program with Alpha (which means transparency) enabled. SC2 will respect that transparency.

    > >

    > >

    >

    > Ok, so after rendering the animations (I turned it down to 25 frames to make it quicker), and setting it to RGBA, there still is a grey background. So am I supposed to remove it in CS2 or is that not normal? By the way thanks for the help..can you share one of the PNGs and/or part of the blender file?

    No need, I've removed the transparency with Paint.net. But can you please take a look at my Construct 2 file with the animations of the stickman I put in? When I have any animation playing the player seems to keep flashing, and there's other problems as well like when I turn right or left, the player sometimes teleports to another position.

    mediafire.com

    By the way I increased the animation speed to make it appear smoother.

    Please reply I've spent hours learning how to use Blender and trying to fix problems with animations..

    Also every time I import a frame into CS2, the collisions are always messed up so I have to fix them, and I can't seem to be able to drag all the frames at once into CS2.

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  • Save from Blender or other 3d program with Alpha (which means transparency) enabled. SC2 will respect that transparency.

    Ok, so after rendering the animations (I turned it down to 25 frames to make it quicker), and setting it to RGBA, there still is a grey background. So am I supposed to remove it in CS2 or is that not normal? By the way thanks for the help..

  • >

    > > Sorry for the delay, I must have closed my browser without hitting post the other day.

    > >

    > > Here is a video for you :

    > > youtube.com/watch

    >

    > That guy's tutorials are pro, but I can't find a tutorial anywhere about using a walk cycle (which I have downloaded because I'm having problems with the file I made) in Construct 2. What do I do? Because Construct 2 doesn't even allow files that aren't photo files, do I convert each frame into a PNG/JPG? How would I go about doing that?

    Use PNG to respect transparency, and import that as frames in SC2.

    But first you need to study videogames, art and of course, anatomy.

    Go to youtube and check stuff, like the old Megaman, Mario Bros, Yoshi Island, Kirby, Zelda alttp, grab a pencil and practice, a lot, that's the first step.

    btw Eadaward Muybridge stuff is great reference.

    good luck man

    Thanks but how would I go about that? Using PNG to respect transparency?

  • Sorry for the delay, I must have closed my browser without hitting post the other day.

    Here is a video for you :

    http://www.youtube.com/watch?v=rcPema_ec08

    That guy's tutorials are pro, but I can't find a tutorial anywhere about using a walk cycle (which I have downloaded because I'm having problems with the file I made) in Construct 2. What do I do? Because Construct 2 doesn't even allow files that aren't photo files, do I convert each frame into a PNG/JPG? How would I go about doing that?

  • I wanted to add that Spriter is a great little tool. It was just not really appropriate in this situation.

    If you are making a boss in a metroid or Kid Icarus clone, then the spriter "look" is going to be exactly what you are after.

    It also would make it possible to sever limbs on a Voltron like robot. Countless games in the past used the same technique.

    If you are not going to be doing things with the animations in real time, then it would be better to just port your textures into blender and pre- render the animation.

    Can I export a 2D figure/stickman into Blender then? So I just press N and add a background image, then change the view to Ortho-top?

  • Can I export a 2D figure/stickman into Blender then? So I just press N and add a background image, then change the view to Ortho-top?

  • Murad96 do you even know what you are saying?

    Spriter was made to do animations. (assuming You already have images to animate)

    Blender, Photoshop, Paint.net... are application where you create your content. 3d models or 2d image.

    In Photoshop you can make your images and animate them in 2d.

    Blender is made for 3d modeling, animation and rendering - you render what you made to 2d images.

    I see you have no idea what you are doing or trying to do. and you have no knowledge about that subject.

    So first of all, google yourself some tutorial about basics of animation

    then study it, try to do simple stuff (like bouncing ball) and after that try to animate your character - if you learn how to make it.

    If you never animate anything in your life, you won't be able to animate after watching couple of tutorials. It takes months and years of heavy practicing to understand how it works and how to do it properly.

    So you have 3 choices here:

    - give it a rest and make your game without animations

    - start learning

    - pay someone to do all animations you want

    and yeah Spriter is 100% fully capable for making walk cycles, like any other soft... even notepad - if you now how to.

    I'm sorry but I spent hours watching tutorials and using Blender to practice, so yea I do try every day. Also, why are you telling me Spriter is fully capable? I didn't say it's not capable, I said it's apparently not capable because a guy with years of experience has told me so. It probably is capable, but I definitely find it easier and more fun to use Blender or that Anime Studio Pro. You're not helping, you wrote basically what jojoe wrote. I know it will take years to make proper animations, but it doesn't take that long to animate badly. I couldn't even do anything in Spriter, all I wanted to do was make a bad but usable animation, I'm not planning on making a game. When you re-size a body part the quality of it turns unbelievably low, and resizing really helps.

    And I'm sorry yet again but I'm a kid, one in about -100 others in the whole of the UK who is 10-15 deciding to do this early on. You act like I didn't even Google anything, like I'm absolutely clueless. I don't know anything about most of the stuff in Blender, but I think I know the basics.

    The whole reason I downloaded Blender was because I find it easier modeling, and it's just more fun to use. It will also help me gain skills with a professional 3D program, not a 2D program that makes it difficult to animate a stick man (which is actually harder to animate than a proper body on Spriter).

    And no I'm not gonna use Notepad because I'm clueless with coding, if that's what it even is.

  • I don't use Blender, so Jojoe will have to fill you in on that method.

    I use Anime Studio Pro, which is specifically designed for 2d animation. It's easiest with vector art, but I animate with raster images - hand painting key frames. It takes longer, but the results are far more detailed and accurate. I wouldn't have been able to animate the legs of that wolf well enough with a single piece of vector art broken into individual sections.

    So for my method: paint up several key frames in whichever program you prefer (Gimp, Photoshop, etc), then blend together using bone behaviours in a 2d animation like Anime Studio Pro to double, triple, quadruple the number of frames you have. It's up to you how detailed you go with them <img src="smileys/smiley1.gif" border="0" align="middle" />

    Practice makes perfect too. You won't nail it first time.

    So I should make a couple running animations on Paint.net (I finished the Photoshop trial and that's all I have), then export them to that program? Wouldn't that take out the whole need of an animating program if I paint all the animations in another program? Think I misunderstood.

  • Spriter is apparently useless for making walk cycles, no thanks.

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Murad96

Member since 21 Feb, 2013

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