[quote="deathofthedead":iyrfony6]My idea was to create an event that checked to see if the player's X velocity was positive or negative, and triggered when they pressed the button to run in the opposite direction. But I couldn't figure out how to check velocity, and some searching in the forums leads me to believe that you can only check velocity on an object with the Physics behavior. [/quote:iyrfony6]
You can get the X vector for the platform behavior, it's called 'Get X component of motion' and the expression looks like this: Sprite[Platform].VectorX
[quote="deathofthedead":iyrfony6]2. Even if I solved the Velocity issue, I still can't figure out how to make animations act properly. My main character has a 2-frame jump animation, and it's supposed to play the 2 frames and then hold on frame 2 until the character's state changes to "falling". But it acts weird -- sometimes it plays the 2 frames very quickly (which is what it's supposed to do) and other times it holds on frame 1 as long as you hold down the jump button.[/quote:iyrfony6]
I admit it can be a little fight to get Construct to play your animations correctly, sometimes you'll have to set the animation to the first frame manually and use the 'Play animation' action after that.
Other than that a cap file would really help pinpointing your problem.
3. I tried making an idle animation by having the basic "standing still" pose be the first frame, which lasts 3 seconds, and then having the idle animation play after that. It worked fine, except for the fact that it would start the animation at random intervals, like you'd land from a jump and it would start halfway through the idle animation. How do I get it to start with the 3-second frame 1 every time?
I created events that set a variable to "1" whenever a non-idle animation played, and then an event that ran whenever Idle animation played. If that variable was 1, it would set frame # to 1 and set the variable back to 0. It seemed like that should do the trick but it doesn't make anything act any differently.
Is there an easier way to achieve this? I thought the Wait command might be the key, but couldn't figure out how to get it to work.[/quote:iyrfony6]
Again, without a cap, I can't exactly tell what you did eventwise, although you provided a description. I'd suggest to check if the player was moving at all, then add to a value, if that value reaches a set max, you'll play the idle animation. In case the player moves again, you set the value to 0.
[quote="deathofthedead":iyrfony6]4. I wanted a "landing" animation to play whenever the player landed a jump, where the character crouched for a frame or two before standing back up. How do you get something like this to work? My event that was supposed to trigger that animation on contact between the player and the ground didn't do anything.[/quote:iyrfony6]
What conditions did you use for this event? An 'Is on ground' combined with a 'Trigger once while true' condition should do the trick.
[quote="deathofthedead":iyrfony6]Thanks to anybody who took the time to read and/or reply to this. I don't know how to post a .cap, or I would. If somebody can tell me how to do it I'll gladly post mine. Any and all help anyone could offer would be much appreciated.[/quote:iyrfony6]
Well, as i mentioned, I'd really appreciate if you posted a cap so you can be helped properly. Try checking out services like Dropbox
, which are popular around here, and for good reason so. Works great!
[quote="deathofthedead":iyrfony6]And it probably goes without saying, but having one of your most thorough, helpful tutorials teach people to do things the wrong way isn't great. Is there any chance Platform School will be updated at any point?[/quote:iyrfony6]
It doesn't seem you read the last post
deadeye made in the tutorial thread. It's also locked now for good reason. Since a lot information is out of date. He's still working on an all new version though.