VertexZero's Forum Posts

  • yes it does, I do it too. You just have to maintain similar naming convention

  • hahaha for me that's difficult to answer, sometimes old Michael Jackson, sometimes good synthwave, and sometimes a lot of death and black metal.

    I fail to make up my mind

  • Tried a lot of different engines both 2D and 3D. So far the most impressif one for 2D is C2. game Maker can be quite powerful too but can become more difficult to use if you are not a programmer.

    So from my personal experience, C2 is better because of its quality, power, versatility for artists, designers and programmers, and users are very helpful in the forums so whenever you might run into an issue, wont be long before you get your answers.

  • 99Instances2Go, I sent you a pm with the link. Thanks for taking a look

  • Yes no problem, when Ill be back at home this evening Ill get something fast.

  • And using jump wont work because I have long distance grabs that are missed if I use jump boolean instead.

  • is because of the animations, I use one for grabbing ledge, one for climbing and one from standing up.

    When grabbing a ledge I can fall after a certain lapse of time, so this complicated my life lol. Now, Climbing up works perfectly, but now if I reach the top of the ledge and I want to climb down, then there's problems. the closer I got to it is what you see in the .gif.

  • Im thinking I could perhaps add an instance variable to the sprite that detects ledges which would have a value of 1 if going up and 2 if going down (pressing up or down input)?

  • I dont understand your solution, sorry

    99Instances2Go when falling since there's an invisible sprite it triggers grab ledge and climbing. What Im trying to do is to have grab ledge to be different when jumping to it and when dropping from a ledge.

    You can see in this .gif what happens. http://66.media.tumblr.com/447323b36bc1eb37d5ae056281500cda/tumblr_o9v6e6IKjr1tlukx3o1_400.gif

    It should instead trigger the same animation as when climbing but in reverse.

  • trueicecold, cool I'm glad

  • I tried adding an instance variable called state and used different numbers to replace the booleans but it didn't seem to work. Nothing was being activated.

    Now, for the animation flowchart, I did one, but my problem is mostly the way to accomplish it rather than the order.

    I thought it was going to be easy since I had done the climb system but I was wrong lol.

    Even if I switch to another key for drop down it still gets the same issue.

  • what do you mean? is it memory costly to have several booleans? If I understand what you say is I should do something like this right?

    state = 0 (idle)

    = 1 (jumping)

    etc

  • yup, since I don't land both actions are being executed because player is falling.

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  • Use an invisible sprite that acts as collision and controller. Set the position of the animated sprite to it.

    Something like this.

    System every tick (I usually an empty condition since it will calculate it every tick anwyays) --> Set AnimSprite to PlayerController (image point 0)

    Don't forget to set:

    PlayerController is mirrored --> Set AnimSprite mirrored

    same for not mirrored

  • no, it didn't work, but in the debugger I can clearly see that the booleans for isGrabbing and isLedgeDrop are being activated at the same time.