Animation Triggers For 8 Direction Movement?

  • Tried adding physics ?

    Simply apply impulse at an upward angle, and the gravity wwill pull it down again.

  • lennaert i tried this method and it makes my character shake while walking,I also tried to make a smooth impulse and it did not work correctly,I must be doing something wrong.

    Im really just trying to find out the right steps to take to make my character jump.

  • Sorry not been around over the weekend

    In a streets of rage type game as long as there is no platforming involved you can give the impression of a "jump" simply by having your animation frames origin points lower than the base of your sprite, this would have an added benefit of keeping your Y position constant,but your character going up...

  • Sorry not been around over the weekend

    In a streets of rage type game as long as there is no platforming involved you can give the impression of a "jump" simply by having your animation frames origin points lower than the base of your sprite, this would have an added benefit of keeping your Y position constant,but your character going up...

    thats actually a good approach :) might require a couple eextra frames for smoothness, but should work decent :)

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  • pixel perfick lennaert there will be platforming availible to the player.

    Thats why i need to know.I actually want him to jump.

    He will be walking down a wide street and cars will be on the sides of the road for the player to jump onto.

    Ive seen no games on C2 with this effect.

  • RookieDev it should still work, ensure you set your collision box above your characters feet and as lennaert said add a few extra frames to smooth it up...I will have a go at a capx tomorrow if you get no joy with it...

  • pixel perfick I would love to see a visual representation of what you are talking about regarding the origins of the animations to make something similar to a jump.

    If you do create something do you mind if i would place it inside the capX tutorial section?

    I would really love to learn how to do this the right way,Ive been able to make everything else work correct but this.Thanks Pixel perfick

  • pixel perfick do you mind showing me how this works?

    I have been trying for a few days to get it correct and im getting nowhere fast.Thank you for your previous replies.

  • Hi, sorry not been about, hope this explains better than written description...

    dl.dropboxusercontent.com/u/146573792/originjump.capx

    I used 8 direction for speed, take note of the origin points in the animation frames, with refinement it may do what you need...

  • pixel perfick thank you for showing me this capX file,I really am lost when it comes to this type of movement.I will be away for a few days because im moving,but i wanted to know, if i come across an issue with this file do you mind if i ask you for help?

    Thank you once again Pixel perfick! i owe you one

  • Yeah sure, no problem...

  • Add 8 animations to Sprite which also has 8 dir motion

    walk0

    walk1

    walk2

    walk3

    walk4

    walk5

    walk6

    walk7

    These should each have the frames for the directional movement.

    Then: (simplistic approach)

    every tick

    sprite set animation:

    "walk"&ceil(8*(1+Sprite.8Direction.MovingAngle/360)-0.5)%8

    play from current frame

    Voila ....

    This is such a simple way of doing 8 way animations. Though I am having an issue with figuring out which of the walk0 - walk7 handles what direction animation.

    Is there an order of the directions.. Like walk0 = up, walk1 = down ?

    I assumed that from 0 - 7 it would be:

    0 = up

    1 = up-right

    2 = right

    3 = down-right

    4 = down

    5 = down-left

    6 = left

    7 = up-left

    But when I implement it it seems almost backwards or off.

  • Never mind, I figured it out.

    0 is right and it goes clockwise after that.

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