How do I get my characters animation frames to load per hit

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Post » Thu Sep 01, 2016 2:54 am

I have collision and damage animation frames for my character set up but whenever my character gets hit by a enemy it loads the first hurt frame but then loads the second one without even allowing the player to take damage and lose a heart due to the timer. I tried everything but I have no clue on what to do. I like to have the character frames come up by getting hit rather then automatically loading all the frames because of the timer system wanting me to wait a certain amount of seconds. Can anyone help?
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Post » Thu Sep 01, 2016 3:12 am

Create separate animations for when the player is hit.
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Post » Thu Sep 01, 2016 3:22 am

Tekniko wrote:Create separate animations for when the player is hit.

Doing that but the timer still sets the animations per second rather then loading the 4 animations one by one each time the character takes a hit.
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Post » Thu Sep 01, 2016 3:39 am

I am not sure what the problem is. Can you upload a capx?
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Post » Thu Sep 01, 2016 3:49 am

Tekniko wrote:I am not sure what the problem is. Can you upload a capx?

I don't know how to do that. What do I do to upload a capx?
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Post » Thu Sep 01, 2016 4:23 am

Message: Highdry012 can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Tekniko wrote:I am not sure what the problem is. Can you upload a capx?

I tweeted you a picture. https://twitter.com/TRG9017/status/771200562016595969 I would like to be able to have the animation frames activate once the character is hit one at a time instead of having to wait for it to start when a second goes by. The first animation of the character being hurt should start when the player has a collision with the enemy, the second and the third and finally the fourth should also be that way only when the player takes damage. The system makes me wait per seconds and it ruins the whole point of player damage.
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Post » Thu Sep 01, 2016 4:53 am

Um, why don't you just delete the Wait 1.0 seconds?

Also, why do you disable the Duck's collisions twice?
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Post » Thu Sep 01, 2016 5:07 am

Tekniko wrote:Um, why don't you just delete the Wait 1.0 seconds?
Also, why do you disable the Duck's collisions twice?

I disable the ducks collisions twice because I'm separating the frames for his animation. When I do this the first hurt animation activates and then the second one follows. The first time the duck gets hit by a bottle the animation works but then when the second one tries to start it doesn't work when the duck gets hit. When I keep the animations all together without adding disable the duck skips the first damaged animation and goes right to the second one. When I try to delete the per seconds the duck gets damaged but like I said it also skips the first frame. Meaning if I were to put all 4 stages of frames of the ducks damage the duck would just skip all the stages because of this issue and go right to the last frame before being destroy beyond hit.
When I delete the 1.0 seconds the player collision animation.
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Post » Thu Sep 01, 2016 5:14 am

@Highdry012 Please don't take this the wrong way, but you're doing a whole bunch of things incorrectly in what should be a fairly straight-forward task. May I suggest maybe trying out some of the beginner tutorials to get a better idea of how C2 works, first, and then come back and see if you can't figure this out.
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Post » Thu Sep 01, 2016 5:29 am

spacedoubt wrote:@Highdry012 Please don't take this the wrong way, but you're doing a whole bunch of things incorrectly in what should be a fairly straight-forward task. May I suggest maybe trying out some of the beginner tutorials to get a better idea of how C2 works, first, and then come back and see if you can't figure this out.

I tried that and this shouldn't be such a task. All I want is an answer on my question. I even asked SCIRRA on twitter and they didn't even know the answer. Why is it such a hard thing it's like mario for example.
In super mario bros Mario has lives and each time he gets hurt he goes from big to medium to small to dead. But in that case the creators of mario didn't program mario to have that transformation in seconds. No. They had mario get hit by an enemy and have mario get damaged when he actually got hit, there was no set timer. I'm stuck with the timer making my animation frames pop up when the duck isn't getting hit. The first time the duck gets hit the animation works fine. Then the system wait per second function causes the duck to load the next frame without being hit due to the timer. I would like to know how to change that. I have looked online youtube for videos on this and through the forum but nobody seems to know what to do.
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