VertexZero's Recent Forum Activity

  • Thanks guys for your suggestions. The problem is at follows:

    When I press the input to start charging, I need to play an animation. So technically after that animation is completed the jump would follow.

    But is not working as intended.

  • Hey guys,

    This will probably be difficult to answer without a capx file but Ill give it a try anyways.

    I ve been trying to figure out the logic to do a character do a charge before doing a power jump.

    I managed to change the total jump height and manage the different states so animations are different in between normal falling and falling after power jumping etc.

    Now, the only missing part is the charge before jumping. whatever I try is just not working.

    Is there a proper way to go with this?

    Thanks in advance.

  • You create a sprite which is used to control the animated sprite. The collisions are handled by this sprite instead. Also instance variables, etc.

  • I found the solution.

    Firstly first, I was being a complete idiot. Too tired didn't realize I was doing a check up to see if the collider finished the animation and not the animation sprite itself.

    So a big fail for me right there hahaha

    Then I had it set wrong so took a bit more to make it work.

    Thanks !

  • I updated the first post with the capx file link

  • Anyone?

    All I know so far is that the animation is not stopping because the hold_stand bool is not being set to false. Since Idle is dependent on hold_stand being FALSE so Idle is not starting.

    Now, I just cant figure out why the animation is not triggering the bool. In the debugger the animation appears to be in its last frame and set to false so technically should work.

    Im completely blocked with this one

  • Thanks but no, that didn't work either. I tried that too earlier. I tried different ways but nothing seems to work.

  • Thanks! If I manage to survive to complete it hahaha Ive been trying to figure out this for two days already

  • The equivalent would be the right stick as mouse/touch input.

    Then you use the 8Direction behavior. you could add an invisible target/sprite which moves circling around the main sprite when you move the right stick.

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  • Im posting a capx file if that can help.

    Im sorry but for now you need a controller for the second Player which is the one causing the problem

    The lines can be found in Player Control Sheet. Scrolling down to Special Actions at the bottom.

  • Thanks!

  • Hahaha true, usually really obvious stuff is what often we dont see. My animations aren't in loop

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VertexZero

Member since 13 May, 2013

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