How do I fix the platform movement?

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Post » Tue Feb 28, 2017 10:06 pm

I have issuesa wiuthg the platformer movement. With simple events such as on key pressed player start animation y it doesn't work.

Here's the capx file

https://drive.google.com/file/d/0B8mfrm ... sp=sharing

Thanks,
Chris
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Post » Tue Feb 28, 2017 10:25 pm

hrozno wrote:I have issuesa wiuthg the platformer movement. With simple events such as on key pressed player start animation y it doesn't work.

Here's the capx file

https://drive.google.com/file/d/0B8mfrm ... sp=sharing

Thanks,
Chris


OK I am looking at your CAPX and I added in an idle command when the player is not moving and set your idle to loop and your run to loop.

What is the Z key and X keys supposed to do?

Image

Is Z Duck or attack and is X Duck or attack? You have them doing both?
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Post » Wed Mar 01, 2017 12:08 am

@hrozno

The problem is that the animation frames are never the same size, have wobbling origins, and dancing collision polygons.
The character 'falls' during playing an animation, even when it is standing on a platform. The 'is stopped' never triggers. Either vector X or vector Y is always shaking. As a result almost none of the build in platform triggers is reliable.

Solution: or fix the animations,
or use a basic sprite with the platform behavior and pin the animations (as the eye-candy) on it.

I did choose for the last one. Once the animations are 'messed up', it is hard to fix them.
https://www.dropbox.com/s/zlgnz0l6f3w0t ... .capx?dl=0

Besides that, plz consider using tilemaps, instead of big sprites.
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Post » Wed Mar 01, 2017 5:14 pm

Thanks for all the help. Yeah I'm not really good at animations so I just used assets from opengameart.org I was baffled at the fact that the x or z keys wouldn't play the animation. A square to represent the player and use the animation as eye candy seem a great solution. Thank you!
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