Issue with jump on start of layout?

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  • Hello, Im having an issue with the jump mechanic where on the start of the layout (and sometimes randomly) the character wont actually jump and will instead just play the jump animation without moving?

    Heres a link to a video example

    https://drive.google.com/drive/folders/1HZy1ZHv_-QZInSpTbmFhOLORSwWazlMF

    Heres a picture of the events that I have for player movement

    please, any help that people could give on why this is happening all of a sudden and how I can fix it would be awesome

  • Your state mechanics are contradicting each other.

    When you press:

    * Left arrow → simulate left

    * Right arrow → simulate right

    * Space → jump

    You don’t need to create events for combined actions like pressing an arrow key and space together.

    Construct will handle that automatically.

    You also have a condition like:

    If player state = "default" → some events run under it.

    But you also need to consider what should happen when player state ≠ "default".

    What should the character do if their state is something else?

    Then you have this logic under "Player is on the floor":

    * If right or left arrow is pressed → set animation to "run"

    * Else → set animation to "base"

    This entire block contradicts the earlier "player state ≠ default" logic.

    A player could be in a default state and be on the floor at the same time.

    Also, the Else → set animation to "base" will trigger even when the player is jumping or falling, because it doesn't exclude those.

    So it conflicts with the jump animation when space is pressed.

    I don’t know why you need the "state = default" condition.

    If it’s only for handling platform movement, it's not necessary at this stage.

    If you’re focusing only on basic platform movement for now, here’s how to structure it more clearly:

    Movement Controls:

    * On Left Arrow pressed → simulate left

    * On Right Arrow pressed → simulate right

    * On Space pressed → simulate jump

    Animation Logic:

    * If Platform is moving, not jumping, and not falling → set animation to "run"

    * If Platform is not moving, on floor → set animation to "base"

    * If Platform is jumping or falling → set animation to "jump"

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  • Hi!

    sorry for such a late response!

    thank you for explaining the issues with the movement that was super helpful and I do understand those actions better!

    I will say, these changes didnt fix the jumping error so Im still confused?

    I have a ledge climbing mechanic, that's why I have a default state btw I didnt have it i there just bc like it must have seemed haha

    I dont know why these issues started showing up in the last 2 weeks when ive been working on this project for like 3 months? ive had the ledge climbing and movement in from the beginning so im a bit lost as to how its doing this error now?

    any tips or ideas would be helpful, im sure its something simple and Im just being stupid lmao

  • Without the C3 file, its very hard to detect the issue.

  • 1. All of the animations should be the same width and height (idle, run, walk, hit, attack).

    2. If something needs to be continuous, make sure you click "loop" in the animation. For example, the "run" animation should be looped. i.vgy.me/12dQja.png

    3. Origin image points should be in the same position for all the animation sprites in a character. Example: webmshare.com/play/VbrLa

    4. Collision should also be simple and kept as similar as possible across all sprites in an animation, especially the bottom collision points. Example: webmshare.com/play/qOdv0

    I have fixed these issues for "base," "run," and "jump." Please follow the same for all the animations.

    When making animations, think like a person standing on the floor and doing all the actions.

    For example, imagine yourself doing all these animations.

    You would stand on the ground and start running. Then, if you want to jump, you would stand on the ground and jump. The same goes for climbing, attacking, and everything else.

    So a common element in all of these is that you're standing on the ground in the initial position.

    Your animations should follow the same principle—everything should start from the default position.

    For that, you should have all the sprites in the animations with the same resolution, the same origin image point, and the same collision.

    Once you update these, your character’s movement will look smooth.

    Always think about logic. If something is not working, check all the related events and keep connecting them in your mind.

    For example:

    Here, you created an event for: i.vgy.me/iyKQUa.png

    Player Platform is falling AND

    Player Platform is jumping

    → Set the player animation to jump

    Think, when will jumping and falling happen at the same time? NEVER, right?

    So the events should be OR instead of AND:

    Player Platform is falling OR

    Player Platform is jumping

    → Set the player animation to jump

    Keep checking the logic, one day it will come automatically.

    Also, one final piece of advice: you have a very messy work style. Keep the names everywhere clear and self-explanatory — it will help you a lot.

    Here is the fixed file:

    dl.dropboxusercontent.com/scl/fi/0ygt50tql4dqw99f9dl8p/Bloomattempt.zip

  • thank you!

    I don't have the mind for this, haha. This is the first project I've ever worked on, so the advice and help are great!

    I really appreciate breaking it down and explaining it all!

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