How do I make my player have 4 different animations [8Direc]

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Post » Mon Feb 29, 2016 7:39 pm

Hey!

I'm trying to figure out a way to get my player have 4 different walk animations with the 8Direction behavior. When the player moves up - he playes the up animation, left; the left animation, right; the right animation and down; the down animation...

However when he both moves left & down i want the player to play the left animation, but it doesn't work for whatever reason the animation stands still. I want this for all the other animations for the different movements as well; up & right, up & left, down & right as well.

Hopefully you understood because i can't for the life of me figure this out.

Thanks in before-hand! :D
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Post » Mon Feb 29, 2016 7:57 pm

I'm going to make the shorthand for "player is pressing" to the term "Input"

When keydown = Up | play "left" animation
and keydown = left |

you may want to check this and if it doesn't work as intended you may want to add other conditions to the standard up down left right movements
for example

when keydown = up | play animation up
and keydown is not = to left |

you can achieve the "not equal to" by right clicking the event and selecting "invert"
Hopefully that helps :)
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Post » Mon Feb 29, 2016 8:38 pm

I have a working example with a capx if you want, I could upload it.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Mon Feb 29, 2016 11:11 pm

LaDestitute wrote:I have a working example with a capx if you want, I could upload it.


Yeah a capx would be nice! :D
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Post » Mon Feb 29, 2016 11:12 pm

Landermere wrote:I'm going to make the shorthand for "player is pressing" to the term "Input"

When keydown = Up | play "left" animation
and keydown = left |

you may want to check this and if it doesn't work as intended you may want to add other conditions to the standard up down left right movements
for example

when keydown = up | play animation up
and keydown is not = to left |

you can achieve the "not equal to" by right clicking the event and selecting "invert"
Hopefully that helps :)


Okay! I'll try it out now, thank you very much for the help :D
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Post » Mon Feb 29, 2016 11:17 pm

Landermere wrote:I'm going to make the shorthand for "player is pressing" to the term "Input"

When keydown = Up | play "left" animation
and keydown = left |

you may want to check this and if it doesn't work as intended you may want to add other conditions to the standard up down left right movements
for example

when keydown = up | play animation up
and keydown is not = to left |

you can achieve the "not equal to" by right clicking the event and selecting "invert"
Hopefully that helps :)


It worked! Thank you so much!
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Post » Tue Mar 01, 2016 8:16 am

Your welcome :)
Good luck with your game!
Chris
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