PixelRebirth's Recent Forum Activity

  • Very brief alpha video of my J'n'R project Castle Chaos.

  • Mega Man...shoots to attack. I've figured out how to make him shoot, but I can't figure out to make him go back to his normal position after firing a shot. I'm not sure how long it is between pressing the attack button and returning back to normal, but nothing I try ends up even remotely how it should.

    By "normal position" you mean the normal (non-shooting) animation I assume. If you're using events to control your animations like in the example, there are several things you could do to make it work. For example give the sprite a PV called "Shooting" to control which animation will be shown. Since Megaman can shoot while walking/jumping too this could make things less messy. Or you could even split the sprite itself in upper and lower part. But I guess I wouldn't recommend this for beginners.

    Is this enough info to work with?

    Actually it's not really enough information to give a precise answer. You maybe missing just one event or some small tweak to make your animations work properly for all I know. So I'd like to see your cap if that's possible, makes things easier.

    On a sidenote I've already checked out the beginnings of a very good MegaMan engine made by forum member SuperV, who appears to be a total MM fan himself too. Maybe if he knew about the "MegaMan-ness" of this thread he'd jump right into nerd mode. That could be very helpful for you I guess.

    (Don't hurt me SuperV=)

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  • No sweat, the search function around here is a real bitch anyway.

    And of course I'm always glad to help.

    Are you doing something MegaMan-related btw? I'm just guessing by your avatar and you did mention you're not using your own sprites.

    EDIT: Okay I got it. Read your introduction.

  • I replied to a similar thread a few days ago.

    http://scirra.com/phpbb3/viewtopic.php?f=3&t=4440&start=0&st=0&sk=t&sd=a

    You may want to read this and get the file in the last post (this file), which demonstrates basic animations with events and also how to face the right direction.

    The problem might be that you're using tagged animations, which are glitchy atm I believe. In one of my current projects I'm using them without a problem, but the animations are only tagged on the dummy sprite. Then the visual player sprite will be set to the dummy animation (they are named the same way), when the animation is changing. Doing it this way, the animation will play properly. Or do it purely with events as shown in the example cap.

  • Now if I could implement that into a level editor of some kind, that would be awesome

    You could simply use an array to save your levels. Store your object coordinates in the array and use the "Save to file" action. With "Load from file" you can load your level back into the game.

    That's how I did it before and I think it would be the simplest way to go.

  • Okay forget the other version, this should work like you wanted it to:

    Kind of proper version

    Building any kind of boxes now should just work fine. You're missing sprites that are closed on three sides for example, which you'd need to properly form other shapes.

    Also note that I made the changes in version 0.99.42, while your original cap appears to have been saved in an older Construct version. Just in case you're wondering why you can't open it, you'll need the latest Construct.

  • Slightly bettered version

    First of all you got the offset for Up/Down confused. Use a negative offset for Up and a positive offset for Down on the Y axis. I also added a pseudo-grid event (first event). It's more intuitive to work with this kind of stuff like this I believe.

    EDIT: And I forgot something very important. You can't check like that for overlap of the same kind of object. You'll have to use the old trick of adding 2 families to your ground sprite (blue + green for example) and then check for overlap of those 2 families then instead.

    With the slight changes I made it's at least possible to build boxes out of four ground pieces. But your events in the Tileset Events group don't really work they way you want them to. I already made something like this btw with my PUOP example (tell me if you want to see that source), but it didn't use offset (because I was too stupid back then or there even was no offset yet) and it did load the tiles from PNG files.

    If you fiddle around with the events you should be able to get it to work. I just don't have time on my hands right now to set it up myself. Hope this helped a little already.

  • I think AshyRaccoon did already clarify a lot of things.

    But since you went through the trouble of uploading your cap, I messed with it a little and made some changes.

    Balloon 2

    When you look at the event sheet, you will realize there are different groups. The VectorX group and the key input group (plus the Animations group). You can disable/activate the groups to see how they work, yet for this simple example there's no real difference between the two methods.

    I also set the animations with events and commented it a little. I added the according events for Jumping/Falling as well, but remember since there is no real jumping or falling animation I just reused the stopped animation there. You will have to import your proper animations.

    Also, I believe I didn't mention it yet, but for your purposes there's always the Platform school tutorial by deadeye. You should definitely check it out.

  • Vertical moving platforms are broken I believe (or were), a known issue. David should get round to it soon.

    That's good to know Rich. Thx.

    But still the issue doesn't seem to be concerning vertically moving platforms exclusively, a similar weird behavior is true for horizontal platforms as well. I added it already to the tracker (http://sourceforge.net/tracker/?func=detail&aid=2835274&group_id=207820&atid=1003219).

  • [quote:3vzyrd37]however when I only did the event sheet. It was good- the character did the running animation as he ran. however it didnt stop when he stood. my animation is 1 obeject with 3 frames

    frame 1-standing

    frame2-running

    frame 2-running

    is this right?

    Okay you have me a little confused here. It should probably look something like this in your animator bar:

    <img src="http://i32.tinypic.com/2yw8f9z.png">

    So you actually have different animations for your sprite, each with their own frames of course. I named them like they would be tagged too.

    [quote:3vzyrd37]

    also the checked auto-mirror and he's not running the other way; and i did do mirrored sprites in the animator box in the (left)/(right)

    When you check the auto-mirror attribute, you actually don't have to add an additional direction to your animation. That's what it's for, it will be automatically mirrored.

    However, the animation angles are linked to the object angle (although you can disable that), but the Platfrom behaviour uses its own angle, Sprite[Platform].MovAngle. So if you activate auto-mirror, it won't mirror the sprite in this case automatically, since the object angle doesn't really change, just the MovAngle does.

    So you have to change the object angle manually with events. You could use the VectorX(+/-) of the platform movement for this or the key input by the player. Depends if you want your sprite always to face the direction it's moving or allow the player to change it anytime.

    I hope this is helping you. And yes you can upload a small cap in the uploads section of the forum (just attach it when you post). If you're still having trouble with this, I can cook up a little example for you.

  • Well do you use events to set your animations or do you use tagged animations?

    Maybe you just tagged the animations wrong or swapped an action unintentionally.

    I'm afraid it's impossible to tell for sure what's happening with the information you provided. It would be nice to see your cap file or if you got more into detail about the problem at least.

  • Okay I looked a little into this and made the following:

    Something Roguelikeish

    I hope this is somewhere near what you had in mind. I'm using the ball behavior, some private variables and, of course, some events. I didn't have the patience to comment the events though so far. Let me know if you could use a commented version and I will make that happen.

    Also note that there's a deactivated event group, which features a simpler moving method. It jumps directly to the next field instead of moving there.

    EDIT: It is indeed the case that this could be so much easier if the Grid behavior supported 8 directions/diagonal movement. Feature request? Or is it already requested?

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PixelRebirth

Member since 26 Mar, 2008

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