How do I do climb down

  • or rather, what would be the logic.

    Let me explain:

    I have a set up that works quite well for grabbing and climbing ledges.

    My current system

    http://vertexzero.tumblr.com/post/146506786218/testing-the-flow-during-the-past-weeks-ive-been

    Now, I did the events for climbing down a ledge (think Prince of Persia climb up and down)

    My problem is that when I go to ledgeDrop state, ggrabledge state is activated too, sort of playing both animations at the same time.

    I'm using a sprite to control my animation, so I do a smooth climbing via Image Points if that can help.

    So to come back to my question, should I rethink how I'm doing it?

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  • Your animations look really nice already it sounds like you need an else statement with the condition I was helping somebody with something and I ran into something kind of similar It could also be you need to wait for one of your states to be finished before moving into the next.

    I could be completely misunderstanding your post If I am please correct me

    This is the example I ran into

    This was the simple fix

    Hope this helps. If it doesn't please provide some screenshots of your code or a more in-depth explanation. Good luck with your project it's looking good

  • Sorry, I'm trying to figure out how I could use the same logic in my events.

    My code is something like this:

    https://www.dropbox.com/s/a5c5kw55jl0vwnt/01.PNG?dl=0

    https://www.dropbox.com/home/C2_HELP?preview=2.PNG

    For now is working like this:

    http://66.media.tumblr.com/447323b36bc1eb37d5ae056281500cda/tumblr_o9v6e6IKjr1tlukx3o1_400.gif

    I managed to get something better but it seems its actually not playing the animation and instead going right away to the next state.

    I could live with it but I wish I could replicate what I did with the climbing up. i was trying to use the same animation but reversed.

  • the second link doesn't work I see what you mean by the animation being super quick.

  • Sorry, I'm trying to figure out how I could use the same logic in my events.

    My code is something like this:

    https://www.dropbox.com/s/a5c5kw55jl0vwnt/01.PNG?dl=0

    https://www.dropbox.com/s/f1mzhgl76l73yok/2.PNG?dl=0

    For now is working like this:

    http://66.media.tumblr.com/447323b36bc1eb37d5ae056281500cda/tumblr_o9v6e6IKjr1tlukx3o1_400.gif

    I managed to get something better but it seems its actually not playing the animation and instead going right away to the next state.

    I could live with it but I wish I could replicate what I did with the climbing up. i was trying to use the same animation but reversed.

  • I dont know what happened but I just quoted myself lol.

    Anyways, sorry about that, I fixed the second link.

  • I have a few questions

    1. which order do those links execute in ?

    2. I only see one animation being set in this code ledge drop?

    3 is ledge drop the animation where he's crouching down or the animation where he's holding the ledge?

  • I inverted the order of images, sorry but normally within their group grab ledge is placed first.

    Animations in ledge drop down are temporary, usually I place them in another event sheet and activated them via an instance variable.

    Yes, drop off a ledge is supposed to be the animation that plays. Holding a ledge is grabbing. So right now when the Player drops down it activates the grabbing state.

    I tried bypassing it but none of the solutions I came up with did the job.

  • I might have found the issue tell me if I'm wrong

    in case the image doesn't scale well http://puu.sh/pRE6S/4162db2465.png

    wow that image is really hard to understand my bad I'll explain in detail instead so I think your input button down is completely skipping past your on animation finish because it's checking it every tick and because of this set is ledge drop is false when you let your button go

  • no, it didn't work, but in the debugger I can clearly see that the booleans for isGrabbing and isLedgeDrop are being activated at the same time.

  • oh I see they're both being called because the tick your player not on the ground he is falling so it will trigger your grab ledge code

  • yup, since I don't land both actions are being executed because player is falling.

  • just as a test bind your drop-down key to a different key then your grab

    and just to be safe disable that thing I pointed out earlier

  • also I was thinking a little bit about having multiple animation bools why not just have one var called animation state and then set that based on what your characters doing instead of needing to check every single bool when your animation changes you could just check the one value and it might improve the flow of the project when you add even more features

    Just a suggestion you probably have to redo a lot of stuff so.... it's up to you

  • what do you mean? is it memory costly to have several booleans? If I understand what you say is I should do something like this right?

    state = 0 (idle)

    = 1 (jumping)

    etc

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