sirtimf's Forum Posts

  • 6 posts
  • I think one way to do it would be to duplicate what you have, remove the simulate action from one and the set animation from the other. Then add the "trigger once while true" condition to the group with the set animation action.

    I just wanted to say: I went back and implemented "trigger once while true", and it simplified everything. I didn't know about that event, so thank you!

  • Thanks for the reply. Yes, I ended up removing it all from the simulate events, and added it to a separate set of event. I think it's a bit of a bodge, but it works (for keyboard controls):

    [Animations]

    ----+ Keyboard: ← is down

    ----+ Keyboard: [X] ↑ is down

    ----+ Keyboard: [X] ↓ is down

    ----+ System: carAnim ≠ "Drive.Left"

    -----> Car_Dog: Set animation to "Drive.Left" (playing: True, loop: True, progress: 0)

    -----> System: Set carAnim to "Drive.Left"

    ----+ Keyboard: → is down

    ----+ Keyboard: [X] ↑ is down

    ----+ Keyboard: [X] ↓ is down

    ----+ System: carAnim ≠ "Drive.Right"

    -----> Car_Dog: Set animation to "Drive.Right" (playing: True, loop: True, progress: 0)

    -----> System: Set carAnim to "Drive.Right"

    ----+ Keyboard: ↑ is down

    ----+ Keyboard: [X] ← is down

    ----+ Keyboard: [X] → is down

    ----+ System: carAnim ≠ "Drive.Accelerate"

    -----> Car_Dog: Set animation to "Drive.Accelerate" (playing: True, loop: True, progress: 0)

    -----> System: Set carAnim to "Drive.Accelerate"

    ----+ Keyboard: ↓ is down

    ----+ Keyboard: [X] ← is down

    ----+ Keyboard: [X] → is down

    ----+ System: carAnim ≠ "Drive.Brake"

    -----> Car_Dog: Set animation to "Drive.Brake" (playing: True, loop: True, progress: 0)

    -----> System: Set carAnim to "Drive.Brake"

    ----+ Keyboard: ← is down

    ----+ Keyboard: ↑ is down

    ----+ System: carAnim ≠ "Drive.Left.Accelerate"

    -----> Car_Dog: Set animation to "Drive.Left.Accelerate" (playing: True, loop: True, progress: 0)

    -----> System: Set carAnim to "Drive.Left.Accelerate"

    ----+ Keyboard: → is down

    ----+ Keyboard: ↑ is down

    ----+ System: carAnim ≠ "Drive.Right.Accelerate"

    -----> Car_Dog: Set animation to "Drive.Right.Accelerate" (playing: True, loop: True, progress: 0)

    -----> System: Set carAnim to "Drive.Right.Accelerate"

    ----+ Keyboard: ← is down

    ----+ Keyboard: ↓ is down

    ----+ System: carAnim ≠ "Drive.Left.Brake"

    -----> Car_Dog: Set animation to "Drive.Left.Brake" (playing: True, loop: True, progress: 0)

    -----> System: Set carAnim to "Drive.Left.Brake"

    ----+ Keyboard: → is down

    ----+ Keyboard: ↓ is down

    ----+ System: carAnim ≠ "Drive.Right.Brake"

    -----> Car_Dog: Set animation to "Drive.Right.Brake" (playing: True, loop: True, progress: 0)

    -----> System: Set carAnim to "Drive.Right.Brake"

    ----+ obj_Player: Car is moving

    ----+ Keyboard: [X] ← is down

    ----+ Keyboard: [X] → is down

    ----+ Keyboard: [X] ↑ is down

    ----+ Keyboard: [X] ↓ is down

    ----+ System: carAnim ≠ "Drive"

    -----> Car_Dog: Set animation to "Drive" (playing: True, loop: True, progress: 0)

    -----> System: Set carAnim to "Drive"

    ----+ obj_Player: [X] Car is moving

    ----+ System: carAnim ≠ "Idle"

    -----> System: Set carAnim to "Idle"

    -----> Car_Dog: Set animation to carAnim (playing: True, loop: True, progress: 0)

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  • Hello!

    I've set up a game object with the Car behaviour. The object has a 3D Object as a child. The 3D Object has a number of multi-frame animations. I'm using "Key is down" event to trigger steering, acceleration and braking. I've also placed the "Set animation" action in this event, which I'm assuming is forcing the animation to play from frame 1 each tick (and so I don't get the correct looped playback).

    I'm looking for advice on the best way to set this up in my event sheets, where the animations loop correctly, no matter the input event. Any help gratefully received. I have tried using a global variable to store the object's state, and then have that control the object's animation but that does not work either.

    Here's what I have at the moment:

    Thanks!

  • Thank you for clarifying it. I was being too complicated!

  • Hello.

    I have a game object travelling along a path using the Pathfinder behaviour. I want to find out if the object is accelerating. I can get the object's current speed along the path, but I can't work out how to find or calculate an object's speed in the previous tick / frame.

    I've tried checking the speed in every tick, waiting a short time, then checking it again, but this does not work. I've also tried using Pathfinder's built in 'compare speed' function to compare the object's speed to a previously recorded value stored in an instance variable. But it does not work either. I may well be missing something simple or obvious, but any help would be great. I've been away from Construct for some time, so am a little rusty.

    Cheers,

    T

    Tagged:

  • Hi there. New subscriber here. I have had a little time with Construct 3's timeline, which led me to have a look at the 'Animate' standalone tool. As my game project progresses, I'm looking to see where I can use 'Animate' to help that process. So here are a few initial thoughts. I'm a professional animator with a background in many different tools. I will post thoughts about functionality once I have had more time with 'Animate'.

    Here goes:

    I chose to sign up to C3 for many reasons, and one of them was the timeline utility. It works well and I'm enjoying using C3 very much. I wasn't initially aware of 'Animate'. I'm planning to use C3's timeline to make animated cut scenes with game assets, and it would be *very* useful if those scenes could be exported as a webm or mp4 file. I would prefer that video export feature to be available in C3 as part of my existing subscription.

    I now realise I can use 'Animate' to render those cut scenes / layouts to video. I would like to be able to import a C3 file into the 'Animate' environment without having to strip out unsupported behaviours/features from C3 before opening them in 'Animate'. I would prefer 'Animate' to simply ignore unsupported behaviours/features and let me edit the file anyway, rather than not opening the file (as is the current case).

    I started my career using Flash in the mid 1990s, and that software's eventual ability to author both interactive and video content made it a brilliant tool for independent makers. I would like to see C3 evolve into something similar without being broken into 2 distinct products, but I understand you need to find a business plan that works for you.

    So, if 'Animate' continues to be a viable separate product for you I would like to be able to switch seamlessly between C3 and 'Animate' without any difficulty. If this was the case I would consider a separate subscription. I would also request that video export from timeline to be a feature in future releases of C3, for those times when the extra functionality of 'Animate' wasn't needed/wanted.

    Apologies if any of this has been covered elsewhere/earlier. I'm new here and I'm spending most of my available time looking up C3's game dev documentation, but I wanted to record initial thoughts here.

    Cheers!

  • 6 posts