Why is the animation paused while moving and playing while stopped.

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3 pixel charaters with over 8 animations each + animations with a gun
  • im sure im missing somthing simple because it was working fine one moment then reversed after some tinkering.

    i got rid of almost everything and the problem is still there.

    i deleted everything and started building it again using the same sprites.

    i saved a file with the bare minimum to see if anyone can tell me if there is some kind of inverted animation option selected or somthing.

    im not sure how to share it on this site so ive uploaded the file here.

    ufile.io/cq1pdwxx

  • Use set animation instead of start. The animation is facing the wrong way by default, use the rotation tools in the image editor to rotate the frames 90 degrees. To stop it playing when the player stops walking, usually you would have an idle animation to change to, or you can untick 'looping' from the animation in the editor, and then on key release dset the animation to frame 0.

  • other events change the animation so i cant use set animation here.

    im not bothered about the rotation that is sorted in my game.

    am i right that the set up i have should play the animation when walking and stop when not walking?

    because i had a very similar set up a few days ago but now it seems to be inverted and i cant figure out why.

  • i think i figured it out.

    it seems -stop animation- needs to be used with -on pressed- not -is down- for what im trying to do.

  • it might also be because the sprite had -set posistion to- every tick so it was re setting it. i noticed it was working against a wall and not waorking when going across a room.

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  • other events change the animation so i cant use set animation here.

    im not bothered about the rotation that is sorted in my game.

    am i right that the set up i have should play the animation when walking and stop when not walking?

    because i had a very similar set up a few days ago but now it seems to be inverted and i cant figure out why.

    You don't really need the key released events they should be taken out also because they are trigger events. The events should be simple, key is down set walk animation. And then player is not moving, set idle animation or stop walk animation.

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