Platform Example (Dectector, Animations and Music)

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  • Hey all! This might be useful to some starting out, it's basic but covers using a detector, animations and music.

    http://www.fileden.com/files/2008/3/4/1796632/platexample.RAR

    Big thanks to Captain Oblivious who helped me with animations and Ashley and Rich!

    Good luck!

  • Great example Thoroughly commented too! Good job.

  • Is it just me or does the character go invisible when pressing left? (Presumably due to lack of left animation).

    Otherwise it's great.

  • Hm I don't have that problem...very very weird

  • This would be a good time to mention the bug where platform objects with mirroring disappear when facing left on vista machines is still there.

  • I'm running windows XP and I have the same problem... Left disappear

  • I think the disappearing while facing left is a graphics card dependent bug. Could everyone list their graphics card and whether or not it works?

    I'm on a GeForce 8800GT and it works fine.

  • Actually, never mind. I think this bug is fixed in the next build. DirectX was complaining about an invalid setting in debug mode - which would have affected auto mirror - and this is corrected now. Next build should have solved that.

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  • Nice Example, and is possible shoot and jump shooting like Megaman games movement?

    ( Sorry about my bad english , I speak Spanish, I'm from Chile)

    I'm on Ati Radeon 1650PRO and it works well.

  • MEAGAMAN FTW! I'm a MegaMan freak LOLOL. You should see my Rockman figure collection...

    Yes that is easily possible, you'd need the following animations:

    Idle

    Walk

    Jump

    Shoot Still

    Shoot Walking

    Shoot Jumping

    Slide (if you want)

    for setting the animations, you'd just put in the condition player pressing/not pressing 'firebutton'

    Example: Walking Right and not shooting

    MouseKeyboard: Key Right arrow is down

    MousKeyboard: Key Control is down {INVERSE THIS CONDITION}

    System: 0 MegaMan[Platform].VectorY Equal to 0

    System: Trigger once

    MegaManSet animation to "Walk"

    MegaManPlay current animation

    MegaManSet angle to 0

    Example: Walking Right and shooting

    MouseKeyboard: Key Right arrow is down

    MousKeyboard: Key Control is down

    System: 0 MegaMan[Platform].VectorY Equal to 0

    System: Trigger once

    MegaManSet animation to "WalkShoot"

    egaManSet animation frame 1

    MegaManPlay current animation

    MegaManSet angle to 0

    I'm sure you can understand how to differentiate jump and jumpshoot animations:

    Example: Jumping and shooting

    MegaMan Animation Jump Playing

    MousKeyboard: Key Control is down

    MegaManSet animation to "Jumpshoot"

    Example: Jumping and not shooting

    MegaMan Animation Jump Playing

    MousKeyboard: Key Control is down {INVERSE}

    MegaManSet animation to "Jumpshoot"

  • Thanks, i've been working on it, but i have a litte errors and buggs and don't know why -.-. can you check it o.o, is there someting wrong?

    http://www.4shared.com/file/50718755/f4 ... nline.html

  • anyone have input?

  • there is a method to improve the coding with Flags ( like MMF) ,When Character is in the ground, Flag 1 is on and when is in the air Flag 1 Off, when shooting FLag 2 On/OFF, or it can be use with values?.

    And the other think i was thinking is create a Delay ( is this expression correct?) when the Character is recibing damage using a kind of counter? o.o.

    I think i can't do X shoot well because the variable Character[Platform].VectorY is blocking any animation change ( because it set the stand Idle animation) and it don't permit change to stand shoot or walk shoot.

  • AH good thought, using counters. Yes, having named variables is very nice in construct for these reasons! Sorry, last night I wasn't thinking too straight (just got off work).

    You have the idea though:

    while on ground and press control

    set groundshoot value = 1

    While on ground and value groundshoot = 1

    Play Shoot animation

    same for jumping

    The only problem is that "when animation finished" is not working, so you can't just yet do:

    Animation shoot over

    set groundshoot = 0

    set X animation to idle

    frame 1

    play

    ect ect

  • Nice example! I love the animation. Construct really needs a 'is standing on ground' condition in the platform movement hey...or perhaps even some generally collision functions so instead of just 'is overlapping' we could have 'is touching above / below / left / right '.

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