Don't have an account yet? Then register once and completely free of charge and use our wide range of topics, features and great options. As a registered member on our site, you can use all functions to actively participate in community life. Write posts, open topics, upload your pictures, put your videos online, talk to other members and help us to constantly improve our project and grow together! So, what are you waiting for? Become a part of us today!
To get support for a technical issue such as installing the software, to query a purchase that you've made/would like to make, or anything other than using our software, please visit our Customer Service Desk:
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Are you asking for errors or just feedback? Original Mario has a much harder deacceleration that makes him turn faster while yours seem to be more floaty, if you make him stop quicker it will be much more similar. How to do that is impossible to say since we cant see your code.
Basically you'd just be changing the run animation to a brief skid animation upon changing direction. So if player is facing right, then presses left, change run animation to skid. That's how I'd go about it. There might be other details to refining it, but that's the basic idea.
What are you using as movement? Basically the animation should play whenever the player speed is positive and you're holding left, or negative and you're holding right