Brandon_H's Recent Forum Activity

  • just as a test bind your drop-down key to a different key then your grab

    and just to be safe disable that thing I pointed out earlier

  • oh I see they're both being called because the tick your player not on the ground he is falling so it will trigger your grab ledge code

  • I might have found the issue tell me if I'm wrong

    in case the image doesn't scale well http://puu.sh/pRE6S/4162db2465.png

    wow that image is really hard to understand my bad I'll explain in detail instead so I think your input button down is completely skipping past your on animation finish because it's checking it every tick and because of this set is ledge drop is false when you let your button go

  • I have a few questions

    1. which order do those links execute in ?

    2. I only see one animation being set in this code ledge drop?

    3 is ledge drop the animation where he's crouching down or the animation where he's holding the ledge?

  • the second link doesn't work I see what you mean by the animation being super quick.

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  • Your problem is simple let me explain

    Using an on keyboard command or any kind of input will trigger everything that has that particular input in your event sheet so pressing F will trigger all of your on keyboard F inputs so your first one triggers first making your second condition true before it runs because constructs order of operation is top-down your second F input will always be true

    Good luck with your project if you need help feel free to contact me through private message and we can talk on Skype, email, or steam I can help with any questions you have.

  • I have a different Idea, however, you might not like it just make one object called painting or something like that and then make an animation for each painting by name and you could load your paintings using an instance variable on your base object for instance if I added a animation called "pretty" And I had an instance variable called something like "picture to show" on a function or on created have it set the animation to that variable.

    If you want to go further you can set up an array on start called master painting list or something which will hold all of your animations names and possibly a ID-Number If you wanted your paintings numbered. All you would need is a for loop to go through that array and find the ID or the number in the array depending on how your spawning them.

    This way is a little outside the box to fix your problem I've used it for things like spell icons and inventory slots it should work for a gallery application but you have to re-code everything around that one object or make it the only object in your family.

    If you want to talk to me about this just private message me or reply.

    Anyways good luck with your project Have a nice day

  • Your animations look really nice already it sounds like you need an else statement with the condition I was helping somebody with something and I ran into something kind of similar It could also be you need to wait for one of your states to be finished before moving into the next.

    I could be completely misunderstanding your post If I am please correct me

    This is the example I ran into

    This was the simple fix

    Hope this helps. If it doesn't please provide some screenshots of your code or a more in-depth explanation. Good luck with your project it's looking good

  • I saw your post and thought it would be fun to try and make a basic system for attaching to walls and I came up with one that only uses around 10 events if you don't count basic player movement and 4 instance variables.

    The way it works is wherever there is a wall in your level Add a tiny trigger area object to it, and in game press cover activation button and I recommend you make a layer for triggers so you can hide them when you're designing the level each trigger area has a variable called side which can be 1 or 2, 1 is for any wall that the player will attach to from the top or bottom of, two is any wall that the player will attach either from left or right side of.

    This system doesn't pin the player to the wall what it does is it limits their movement relative to the walls position and won't let you leave the wall until you either leave the trigger area on the wall or press the cover activation button again, and if you want to set up a system so your player can't take damage in cover there's a built-in bool called attached to wall, that you can put in your take damage condition.

    This is a base to build off of hope it helps, and good luck with your project! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    The example: https://drive.google.com/open?id=0BycQa ... XdVdlJVM1E

    If you have any questions just send me a PM

  • I'm sorry it appears I misunderstood your initial post.

    I see what you mean by shadows completely blacking out objects behind them and not colliding with them for some strange reason it's probably the way the shadow casting is set up instead of taking into account other objects the shadows seem to only take the object they are cast from into account when casting.

    I tried a lot of things to try to find a workaround but I was unable to those shadows don't seem to care about anything I guess the current shadow system works better for, very specific top-down games or possibly special gameplay mechanics and don't work so well for visual appeal in a environment with lots of objects.

    Unless is a workaround that i and you don't know of, anyways sorry for the misunderstanding good luck with your project.

  • The original link with the construct 2 example wasn't working so I updated it https://drive.google.com/open?id=0BycQa ... mdISmcyQnM

  • More than likely what's happening is either your lights are on separate layers from each other remember layers apply to lights as well.

    Or you might have forgotten to put the Cast shadow behavior on the objects you're trying to affect with the shadow light.

    I haven't messeed around too much with shadows very much so, I might be overlooking something.

    Here's a good example of working with multiple shadow lights and objects in a scene: https://www.scirra.com/tutorials/5005/m ... ing-lights

    Good luck with your project shadows can add a lot if you take the time to implement them good luck!

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Brandon_H

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