Single-frame landing animation?

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Post » Mon Aug 20, 2012 6:14 am

Hello all! I'm currently working on a 2D platformer prototype, and I've got everything working decently save for this:

The character has a separate frame each for jumping, falling, hitting the ground and idling. I would like the sequence for a jump be

jump -> fall -> ground contact -> return to idle

The first two parts work great, but I can't for the life of me figure out how to keep the "ground contact" frame from looping over and over again after the player character returns to the ground.

I am using the "On Landed" condition for that, but how do I handle the transition back into the idle state after the end of the jump? I'm probably missing something as simple as an added inverted condition, but I can't wrap my head around this one.

Thanks in advance for any hints!
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Post » Mon Aug 20, 2012 6:31 am

wait 1 second, set it to idle animation?
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Post » Mon Aug 20, 2012 6:46 am

In that instance it'll keep looping between the falling and contact animation, causing the character to spaz out for (x) seconds. I even tried a Stop Animation as the first instance, but it doesn't seem to affect the landing part at all. I'm completely stumped because if I tell it to just return to default state without an "impact" frame, that works perfectly fine.
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Post » Mon Aug 20, 2012 6:57 am


It was my origins being messed up. Setting it to the foot of the character stopped him from going crazy, and it now works like a dream. Remember to check your origins!
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Post » Sun Jan 26, 2014 7:07 pm


I have the same problem here.
player is jumping > set ani to jump >
player is falling > set ani to fall >
player is on landed > set ani to land >

the animation for falling is looping against to on landed..
but when i remove fall, it go smoothly as it calls.
but the animation is look like a glitch if i remove the falling.

how did you put the origins? i tried putting it at the end bottom. but still not working right.
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