Zebbi's Recent Forum Activity

  • This new tutorial covers crawling, crouching and crouch-dashing, and has a few techniques to take care of obastacles and, of course, all in reverse gravity as well.

    https://www.scirra.com/tutorials/1389/multi-crawldashspaces-tutorial-mbcrawl-mbgrav-mbcdash

  • > Good idea, I'll have to fiddle around and rewrite the existing parts so as it can be the dominant animation. Is there any function in C2 that's similar to !important declaration?

    >

    Not sure what you mean by the !Important declaration, but you can make sure all the running animations don't play as long as the turning animation is playing by making a

    "Turning Is Not Playing" Condition on all your running animation events.

    Sorry, in css you can declare !important for a class and it will always take dominance, so if you say had "play animation" and then flagged another event with the equivalent of !important it could always do that instead, even if you had two animation events set-up at the same time.

  • Zebbi, you could have a condition on the running events, something like

    Animation "Turning" is Not Playing, that way when you press the key to start turning, the running animation won't interfere with it until it's done.

    And you could put another event "On Animation 'Turning' Finshed" - Action - Play "Running" Animation. That way when the turning animation is finished, the running animation starts up and they shouldn't interfere with each other.

    Just make sure you don't set the turning animation to loop.

    Good idea, I'll have to fiddle around and rewrite the existing parts so as it can be the dominant animation. Is there any function in C2 that's similar to !important declaration?

  • Zebbi

    You could make the rest of the animations wait until the turning animation is finished.

    Which condition/event would be best for doing this? Is there a "animations wait until this is completed" option?

    Did Nesteris advice work? Also, do you have the animations done on a Sprite sheet? I'm asking because I thought about some how programming #chracterturns my self by having the animation start some how when the opposite arrow key was pressed instead of the reverse feature.

    I'd have:

    Player.Platform.VectorX >0 and Left Pressed[/code:2gwfq1wh]
    [code:2gwfq1wh]Player.Platform.VectorX <0 and Right Pressed[/code:2gwfq1wh]
    
    or something to test for a change.
  • I'd like it so that if a character turns in the opposite, a quick "facing you" frame could be shown, to give the effect of a smooth turning animation. I obviously need this brief frame to supersede any other frame that is supposed to play, which is one of the troubles I have had in the past, is having the turning frame show up perfectly every time without the opposite direction animation playing instead, and the turning animation tends to appear randomly depending on which function happens to get there first, so to speak. What would be the best and most reliable way of getting this to work?

  • Moved and duplicate deleted.

    Although the remaining version is missing a capx be sure to edit to add it.

    Thanks, I was having trouble getting the tut up last night, I've added the capx now!

  • Zebbi

    You've posted this in the wrong section?

    This is the section of the forum for Construct Classic - the predecessor to Construct 2.

    WHOOPS! Can it be moved to the right area? :p

  • Well, this seems to be a known issue since a long time.

    I guess there is just no priority to fix it!

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  • My first tutorial (in the whole world ever) so hopefully it is of some use to somebody:

    https://www.scirra.com/tutorials/1379/walkable-stairs-w-gravity-flip-switch-tutorial-mbstairs-mbgrav

    Oh, and could someone kindly do away with this duplicate, please?

    https://www.scirra.com/tutorials/1378/walkable-stairs-w-gravity-flip-switch-tutorial-mbstairs-mbgrav

  • Wow, thankyou so much for this!! It appears to be working perfectly playing tracks, and I assume you can pass functions to it like stop and paused, since playSong works? This is perfect, I think it could be developed into an amazing, fully-featured OPL-emulator if worked on (like I said, I'd love to if I had any javascript knowledge at all!) especially useful if folks wanted tempo changes or even pitch transposition.

    Thanks for this, I can totally use this in game as it is!

  • Hm, tried that, and it still doesn't appear to work. Is the badge not linked to the addthis selector?

  • How do i get a badge for this? I've managed it for the website homepage but I'm having trouble finding the button on blog posts?

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Zebbi

Member since 20 Jan, 2014

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