J.Lucas's Recent Forum Activity

  • That Helps alot! I gonna try it. Thank you so mutch Igortyhon!

  • Hello everyone! 🌿

    I already have my player moving in the game — everything is working fine. I also have plants placed in the scene.

    The setup is like this:

    PlayerMove handles the player’s movement.

    Player handles the player’s animations.

    Now I’d like to add a small effect:

    👉 When the player collides or walks through the plants, I want the plants to sway or move slightly, as if reacting to the player passing by.

    Could someone please show me an example or suggest how to code this effect?

    Any help would be very appreciated! 🙏

    Thank you!

  • Okay, got it!

    I gonna try this new one later today :D

    Thank you so mutch!

  • Got it 🙂

    From what I understand, your code assumes that I have only one Player sprite, but actually I have a PlayerMove sprite (which handles movement) and a Player sprite (which handles animations). They are already connected through events.

    Would it be possible to adapt your code to this situation?

    How would it look?

    Could you show me a working example please?

    When the button is released, the character stops and switches to the "Idle" animation.

    While moving, it plays "WalkSouth" or "WalkNorth" depending on the direction.

    And I was thinking, I’d like to improve this by adding a small feature:

    👉 If the mouse is more than 250 pixels away from the player, the character should run instead of walk — switching to a "RunSouth"/"RunNorth" animation and moving faster.

    👉 If the mouse is closer than 250 pixels, the character should walk normally.

    I’d love to implement this

    Thanks in advance for any tips or examples you can share! 🙏

  • Hi R0J0hound,

    First of all, thank you for taking the time to reply — and for sharing such an elegant and minimalistic piece of code. I really liked it.

    I tried to replicate your setup, but I’m not sure if I configured everything correctly. The player moves fine using the Move To behavior, but the animations don’t seem to switch properly. The only animation that plays is WalkSouth, and it doesn’t mirror, so the character only animates in one direction.

    What I’m trying to achieve is something similar to Island Paradise ( from meteor games, a facebook old game ) in terms of animation switching, but with the Ultima Online style of movement control — basically, the best of both worlds: minimal drawing and animation work with simple, intuitive control.

    The link from a Island Paradise video on youtube to show what a mean about to have just 2 animations going on for front and back side in 3/4 angle:

    youtube.com/watch

    Thanks again for your help!

  • Hi everyone,

    I'm trying to create a movement system similar to Ultima Online, where the player moves while holding down the right mouse button and stops when it's released.

    The biggest challenge I'm facing is with the animations. I only want to use two walk animations: WalkNorth and WalkSouth.

    - When the player moves down, it should play WalkSouth.

    - When moving up, it should play WalkNorth.

    - When moving left or right, it should play WalkSouth, but mirrored depending on the direction.

    - When moving diagonally upward, it should play WalkNorth, also mirrored based on the direction.

    This logic has been holding me back for days, and I'm starting to feel discouraged. If anyone could take a look at my Construct 3 project and help adjust it, I would be extremely grateful!

    Thanks in advance!

    drive.google.com/file/d/1iMbS9mwGt_bKA7Z5pG-UqAB1e3j_9B2K/view

  • Thank you, Radkampfwagen, for taking the time to respond to my question — I really appreciate it! However, that’s not quite what I meant.

    I'm trying to achieve a movement system where the player moves while holding the right mouse button, and the animation changes based on the direction — using only WalkNorth and WalkSouth, with mirroring depending on the angle.

    If you have any ideas or suggestions on how to approach that, I’d be very grateful!

    I'm trying to create a movement system similar to Ultima Online, where the player moves while holding down the right mouse button and stops when it's released.

    The biggest challenge I'm facing is with the animations. I only want to use two walk animations: WalkNorth and WalkSouth.

    - When the player moves down, it should play WalkSouth.

    - When moving up, it should play WalkNorth.

    - When moving left or right, it should play WalkSouth, but mirrored depending on the direction.

    - When moving diagonally upward, it should play WalkNorth, also mirrored based on the direction.

    This logic has been holding me back for days, and I'm starting to feel discouraged.

    Here’s the link to my failed attempt:

    drive.google.com/file/d/1iMbS9mwGt_bKA7Z5pG-UqAB1e3j_9B2K/view

  • Hello everyone,

    I'm working on a Construct 2 game and I'm having trouble with a specific mechanic. I'd appreciate if someone could show me the proper way to structure this logic.

    **What I'm trying to achieve:**

    1. Player double-clicks on a campfire object

    2. Player pathfinds to the campfire

    3. When player arrives, plays a "harvest" animation

    4. After animation finishes, campfire lights up and player can move normally again

    **The problem:**

    Currently, when the player arrives near the campfire and I double-click again, the animation doesn't play, the campfire lights immediately, and the player becomes frozen and won't respond to mouse clicks.

    **What I need help with:**

    Could someone demonstrate or explain the correct event structure for this type of interaction? Specifically:

    - How to properly trigger an animation after pathfinding arrives

    - How to prevent the player from moving during the animation

    - How to re-enable normal movement after the animation completes

    - How to handle the variables (like IsFarming, IsBusy) to prevent conflicts with normal click-to-move

    I have a working click-to-move system, but adding this double-click interaction is causing conflicts.

    Any examples or guidance would be greatly appreciated!

    Thank you!

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  • Yes mate, I've told that I'm using Cs2 xD

    But anyway, thank you so mutch for your help!

  • dop2000, Thank you so mutch for your reply and exemple! This method is for cs3, I'm using cs2, but i think i will buy cs3 and try it my self, thank you :)

  • Hi everyone! I'm trying to build a drag-and-drop system in Construct 2 where coins can be stacked visually and counted logically.

    Here’s what I want to achieve:

    When the player drags one coin sprite and drops it on top of another coin of the same type, the system should:

    Add +1 to a variable (e.g., CoinCount) on the receiving coin.

    Change the animation frame to visually represent the stack (e.g., 2 coins, 3 coins, etc.).

    Continue updating the count even after the frame reaches the maximum (frame 5), but stop changing the frame beyond that point.

    So for example:

    Frame 0 = 1 coin

    Frame 1 = 2 coins

    Frame 2 = 3 coins

    Frame 3 = 4 coins

    Frame 4 = 5 coins

    Frame stays at 4 even if CoinCount goes beyond 5

    The dropped coin should be destroyed after stacking, and only the receiving coin should update.

    I’ve tried using On DragDrop drop, Is overlapping, and Pick nearest, but I’m struggling to get the picking and frame logic working correctly.

    If anyone has a working example or can guide me through the correct event structure, I’d be super grateful!

    Thanks in advance 🙏

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J.Lucas

Member since 1 Oct, 2023

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