How do I do climb down

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Post » Tue Jul 05, 2016 11:54 pm

oh I see they're both being called because the tick your player not on the ground he is falling so it will trigger your grab ledge code
Last edited by Brandon_H on Wed Jul 06, 2016 12:00 am, edited 2 times in total.
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Post » Tue Jul 05, 2016 11:56 pm

yup, since I don't land both actions are being executed because player is falling.
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Post » Wed Jul 06, 2016 12:00 am

just as a test bind your drop-down key to a different key then your grab

and just to be safe disable that thing I pointed out earlier
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Post » Wed Jul 06, 2016 12:05 am

also I was thinking a little bit about having multiple animation bools why not just have one var called animation state and then set that based on what your characters doing instead of needing to check every single bool when your animation changes you could just check the one value and it might improve the flow of the project when you add even more features

Just a suggestion you probably have to redo a lot of stuff so.... it's up to you
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Post » Wed Jul 06, 2016 12:08 am

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
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Post » Wed Jul 06, 2016 12:17 am

yeah it might help that's what I did last time I worked with a lot of animations because it can give you a clear view of exactly what your character can do at any given time for instance

Image


you could map everything out like this beforehand might help you visualize exactly what your character should be able to do depending on the state he's in
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Post » Wed Jul 06, 2016 12:41 am

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.
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Post » Wed Jul 06, 2016 9:51 pm

I was looking at this problem again and I think we agree that they're both being activated because the players falling so I thought what makes the player start falling so move all of your move player code under your animation finish as sub events keep the conditions, However you might need a reference to the object climb detect

http://puu.sh/pSJCg/450233fc7b.png

Image
Last edited by Brandon_H on Wed Jul 06, 2016 11:50 pm, edited 1 time in total.
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Post » Wed Jul 06, 2016 11:42 pm

Climbing down could be triggerd by ....

Is falling
Is by wall

?

Also means if it hit a wall by falling after a jump, it climbs down the wall. But is that bad ?
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Post » Thu Jul 07, 2016 10:20 pm

@Brandon12hummer 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.
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