Excal's Recent Forum Activity

  • Thanks for the feedback!

    I am aware of the 'stuck' issue, although I'm not entirely sure what is causing it.

    I'm also not great at player movement smoothness, so if anyone has tips on how I would improve the player movement, that would be appreciated. I tried to make it so that each arrow key moves the player at least one square in the grid (32 pixels), but holding an arrow key down can cause movement to happen really fast.

    As for making the collision object smaller, I have already made it pretty small and don't know if making it even smaller and allowing him to walk halfway into walls would look good.

  • It's a maze! I bet most of us haven't done of these in a while.

    Special thanks to blackhornet and Thndr for their excellent help in smoothing out the player sprite's animations.

    PLAY THE MAZE

  • Thank you very much! My issues are resolved. I'm still new to Construct 2 and learning how to do things the 'easier' way :D

  • Thanks. I checked out your version and it works excellent except for the continued looping animation (which I tried to handle using Wait, didn't work out so well).

    Do you know how to make the animation stop once movement has stopped?

  • Ugh, I can't open it because you're running an updated beta version that isn't compatible with the latest stable release.

    Do you know where I can get the latest beta?

  • Ah, that makes sense.

    Your link requires a login, by the way.

    Now to figure out how sprite animation optimization in Construct 2 works. I'm convinced my method of using Wait is not the best way, which is why the sprite sometimes moves right while finishing a 'walk left' animation.

  • Here is a live demo that showcases the sprite animation issues.

    DEMO

  • The platformer tutorial has a good solution I've been using

    On "A" key down

    > Set mirrored

    > Simulate Platform Left

    On "D" key down

    > set not mirrored

    > simulate platform right

    However, if you have separate Left and Right animations, you can replace the Mirrored function with a boolean if they are going left or not, and in your animations differentiate it there.

    Platform Moving

    >Set animation running

    Platform moving

    >if BOOLEAN

    >>Set animation left running

    >if NOT BOOLEAN

    >>Set animation right running

    Could also add an "platform on ground" to the moving checks as well if you want to make sure.

    My animations are pretty smooth, that's not an issue I have.

    The issue I have is sometimes the walk-left animation is playing (likely due to a previous "walk left" command) when the character is moving right.

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  • ou can detect '8Direction is moving' & use the expression Hero.8Direction.MovingAngle = X to modify the movement.

    Yes, but my issues are not with the movement. My issues are with sprite animation.

    Movement is working fine in the four directions I want.

  • 8Direction control will not make the sprite animations smooth. Unless I am missing something here, 8Direction control only handles movement, whereas my issues are related to sprite animation smoothness and an issue where the sprite faces the wrong direction when moving.

  • Sorry about that. Here's a link that should work:

    SpriteIssues.capx

  • Movement is handled via WASD keys. I would update my original post to say this, but apparently I don't have the reputation to do so :(

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Excal

Member since 9 Mar, 2013

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