A smooth Walk cycle

0 favourites
  • 7 posts
From the Asset Store
Perfect for your zombie game! Animated from motion capture data Left, Right, Top Down!
  • 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.

    <img src="http://pinastro.files.wordpress.com/2012/06/code.png" border="0" />

    and this is the place where it get;s stuck

    <img src="http://pinastro.files.wordpress.com/2012/06/snapshot41.png" border="0" />

    I am sure i am making a very silly mistake :p

    thanks

    Karthikeyan

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • get stuck in the sense , the player is still able to move but it appears as if he is moving on roller skates :D

  • 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

  • i tried that too...

    I think I am not able to explain the problem well

    yourself play and see.

    here's the link

    collegetomato.com/devign/v4

    thanks

  • 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.

  • 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"

  • 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.

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)