How do I do climb down

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Post » Thu Jul 07, 2016 10:42 pm

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)?
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Post » Thu Jul 07, 2016 10:47 pm

If 'jumping' makes the difference. Set a boolean on jump. Unset the boolean on vector y=0, on land, and on grab to climb.

If the boolean is set = climb up, else it is climb down.

?

Not that i understand that. In my mind, climb up should follow on a vector y > 0 and is by wall. Dont think you need the helper object. (there is to much room in my mind). Climb up should follow on vector y < 0 and is by wall.

I must be missing something ?
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Post » Thu Jul 07, 2016 10:56 pm

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.
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Post » Thu Jul 07, 2016 10:59 pm

And using jump wont work because I have long distance grabs that are missed if I use jump boolean instead.
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Post » Fri Jul 08, 2016 9:31 am

Could you drop a summier capX with just the platform & the animations? I would like (without promissing anything) to play with it.
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Post » Fri Jul 08, 2016 11:47 am

Yes no problem, when Ill be back at home this evening Ill get something fast.
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Post » Sat Jul 09, 2016 12:00 am

@99Instances2Go, I sent you a pm with the link. Thanks for taking a look
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Post » Thu Jul 14, 2016 10:30 pm

So finally based on what 99Instances did I got to make it work just fine. Actually I changed some stuff. Put gravity to zero and trigger animation after that event so it could work better.

here what it looks like:

http://vertexzero.tumblr.com/post/147313502473/finally-got-the-climb-up-and-down-system-done

Now I'm fighting with a small issue though. Idle boolean is not being set to False since Player Controller is not moving. Even if I force it to false, it stills true.
It works though, but I think this is the reason why I had to do a bit of a hack to make it work.
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Post » Fri Jul 15, 2016 9:32 am

I had a hard time to figure out that the 'idle' animation kept kicking in.

I forgot the logic by now, but, can you set the idle boolean 'on animation ended' animation > the climb up animation ?
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Post » Fri Jul 15, 2016 11:27 am

I tried and didn't work, so I opted for when ftDetect (the sprite positioned at the feet) is not overlapping the floor collision object. That did the trick.
I'm still full of question as why even if Player is locked into a position when grabbing a ledge, when I release the key its moves one pixel backwards.

Also, I had to set a 40 pixels difference when positioning the Player Controller on the Ledge. Still cant figure out that difference. My project its haunted lol
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