How to control an object's movement?

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Post » Sat Apr 27, 2013 7:39 pm

Hey guys,so Im making a game where you basically pick a creature and fight against another creature...Now I finished the character select screen and did the layouts for the "battles".All that is left is to digitally edit the villian and a background and then add some events :P However,when I tried playing it the sprites had akward movements.For example,when I jump,the creature flips,lands on its head,and continues walking normally :P Here are some screenshots:







If you guys need anything else(for example: Behaviors,Instance Variables...)just tell me ^_^

Thanks in advance...Oh and this is the character select screen I was talking bout:

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Post » Sat Apr 27, 2013 8:04 pm

If you used a behaviour, it could be the "Set Angle" parameter, which should be disable in that case
https://www.scirra.com/forum/viewtopic.php?t=152506

And that is why you shall respect the bug reports guidelines, not only giving a capx is making the bug reproductible in one click in a situation they can work with (less time wasted trying to reproduce vague instructions) but also it helps filtering false positives.

Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sat Apr 27, 2013 11:14 pm

Hmm do you mean I should make the event Set Angle?If so what angle should I use?Oh and im kind of new so i might misunderstand some stuff :/
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Post » Sun Apr 28, 2013 12:35 am

[QUOTE=Hasan Farhat] Hmm do you mean I should make the event Set Angle?If so what angle should I use?Oh and im kind of new so i might misunderstand some stuff :/[/QUOTE]

don't worry, everybody is a new first ^^

first: how did you make the creature move?

If you used a behaviour like "8 directions", then when you click the creature, in the properties window (on the left by default) should look like this:



it could be another behavior, but even in that case, this "Set Angle" should be set to "No".

and if you didn't use a behavior, how did you do to control himAphrodite2013-04-28 00:36:43
https://www.scirra.com/forum/viewtopic.php?t=152506

And that is why you shall respect the bug reports guidelines, not only giving a capx is making the bug reproductible in one click in a situation they can work with (less time wasted trying to reproduce vague instructions) but also it helps filtering false positives.

Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sun Apr 28, 2013 6:15 am

you can understand with the capx see the one down

https://www.dropbox.com/s/5cvdj1dvl9oe5qh/game.capx?v=0mcng
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