A smooth Walk cycle

Get help using Construct 2

Post » Sat Jun 30, 2012 3:00 pm

Hi all

I am able to create a platform game.It's coming out well.
I am kind of stuck in animation.Specially the walk cycle.

I made the walk cycle and assigned it but when the player(platform object) walks on the SOLID object the walk cycle doesn't work and looks like the player is on roller skates.



and this is the place where it get;s stuck




I am sure i am making a very silly mistake :p
thanks
Karthikeyan
B
6
Posts: 30
Reputation: 585

Post » Sat Jun 30, 2012 3:00 pm

get stuck in the sense , the player is still able to move but it appears as if he is moving on roller skates :D
B
6
Posts: 30
Reputation: 585

Post » Sat Jun 30, 2012 3:14 pm

I'm not sure I quite understand; but it sounds like your animation is playing too slowly for the distance travelled: Try increasing either the FPS or sprite movement speed (Y) Should look a lot better
B
49
S
14
G
3
Posts: 540
Reputation: 5,611

Post » Sat Jun 30, 2012 3:34 pm

i tried that too...

I think I am not able to explain the problem well
yourself play and see.
here's the link
http://collegetomato.com/devign/v4/

thanks
B
6
Posts: 30
Reputation: 585

Post » Sat Jun 30, 2012 3:39 pm

Hmm, try removing the "Platform is moving" event above the keypress events, so that you only have Left or Right arrow is down. You can add another condition "Is jumping" and invert it, if that's what you were trying to avoid.

Edit: If that's not it, try disabling the "On moved" event.Nimtrix2012-06-30 15:40:29
B
27
S
8
G
8
Posts: 903
Reputation: 8,452

Post » Sat Jun 30, 2012 6:10 pm

make this events instead of the moving and stoping events :
event1:
    condition: player : compare speed >< (not =) 0
    action: player : play animation "move"
event2:
    condition: player : compare speed = 0
    action: player : play animation "stop"
B
48
S
15
G
6
Posts: 795
Reputation: 12,035

Post » Sat Jun 30, 2012 8:01 pm

To me it looks like poor detection, are you using an invisible layer for the collisions or are you drawing it straight from the geometry? You could try using a more precise collision mask by using the (I'm not sure if this is the right term) collision polygon tool?

It seems to me the game isn't recognising when the player's stopped falling.
B
49
S
14
G
3
Posts: 540
Reputation: 5,611


Return to How do I....?

Who is online

Users browsing this forum: harrio, Vallar and 20 guests