issues:
-when my character pushes into a backdrop he plays the run animation and shakes into the wall.
-when i move my hand vibrates.
please some one help heres my file:
http://www.mediafire.com/?nwljzzo4nly
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issues:
-when my character pushes into a backdrop he plays the run animation and shakes into the wall.
-when i move my hand vibrates.
please some one help heres my file:
http://www.mediafire.com/?nwljzzo4nly
for the shaky animation when running into a wall, you need to have a separate active as your collision detection. in my games, I use a square for my movements about the same size as my player object. I make the animated player a completely different object and always set it's position to the invisible movement object.
The reason I do this, is because the movement collision will always be the same size as that square. So I can do whatever I like with the animations and not have to worry about everything fitting exactly.
Alternatively, you can uncheck "Fine Detection" in the active's properties, but this only works if every single frame of animation is always the same size. If not, it will get stuck on backgrounds.
It's generally better to just make your movement and collision object a separate hidden active, then just position your animated player on that, IMHO
i did use an alternate sensor a brick look at the file
yeah, i really need it!
_________________________________
where the red fern grows
bsn nutrition
Sorry didn't have time at that moment to look at the file at hand.Quote:
Originally Posted by vincent
ok i took a brief look at the file. When I have time I'll look into it further.
But I had this same problem with the PMO. The only way I could fix it was to have a left vertical bar active and a right vertical bar active to act as sensors.
What appears to be happening is that when the PMO collides with the wall, it runs the stopped animation because the movement tells it to stop. But while you are holding the left or right direction, it tells it to start up again. So, it's repeatedly starting and stopping making it look like your character is having some sort of seizure lol.
I had to change it so that when the Right Sensor Bar (just a thin vertical active placed on the right side of the player) was overlapping a backdrop and player was on the ground and not moving, then play the stopped animation. And do the same thing for the left direction.
But this is one of the reasons why I just used DavidN's custom platform tutorial instead of the PMO.
If you need me to make an actual example I can, but it will have to be later in the day.
Instead could you just apply it to the file and reupload.
Okay I will do that. give me a while and I should have it up later.Quote:
Originally Posted by vincent
Alright fixed and uploaded:
http://www.mediafire.com/file/gb4ml24y0fy/base edit.mfa
Also, could you explain about the hand vibrating when moving? It didn't appear to do that on my end.
i had some problems shawn. i tried recreating what your example showed. it didnt work. so i copy and pasted your new events. still didnt work. although it does make not shake but the animation stop still doesnt play. this could be do to the fact that i added some things to the game. but nothing too dramatic. could you take one more look please.
file:http://www.mediafire.com/?jnqhomnzmun
problem fixed.
in one of your event codes, you had the arm set a 0,-34. All the others were at 0,-32. just fix this and it should be fixed
Also just a little note, when you press left and right, the arm is on the wrong side. Another one is paste the robot into the background as an image. (so the player cant walk through him). Suggestions: Put the hp for the enemy a little bit higher. You can also try and use the irbar extension for some fancy looking hp bars (like when its at 100% hp, its green and when its close to 0, it turns red)
still wont work for me. i see that the arm was of but fixing it still did nothing. here is my latest file can you implement it.
http://www.mediafire.com/?ynh4dnqojgn
also zabooza. i put the life bar. but i have an event when the enemy is destroyed. a new one is created. but without the action bar
http://www.mediafire.com/?mkwh3mmjndl
ok, also your new enemy doesnt shoot backwards
what did you do. nothing changed? its the same events and stuff
on one event, you had set position of arm to 0,-34. i changed it to 0,-32.
i changed -34 to -32
what did that do?
stop the arm shaking
its not the arm shaking that im concerned with (although thank you for fixing it) its the fact that he still plays the run animation while going into the box, and the fact that upon killing the first enemy the second enemy (that gets created after the first dies)has no health bar and there for will not die. how would i fix this
the health bar problem is probabyl A. you destroy the counter when the enemy is destroyed B. when the new enemy comes in, you are setting the counter to the new enemey hp
So I would fix this with:
last ENEMY has bin destroyed
- create an ENEMY
- destroy counter
- ?
Quote:
Originally Posted by vincent
Ok I fixed the problem. First problem with the file was you didn't set the left and right sensors to always be positioned with the skeleton.
Second problem was that you had duplicates of "Repeat while Right Arrow is Pressed" and "Repeat while Left Arrow is Pressed" So even though you added the left and right sensors to the events, their were duplicates without the sensors in the conditions, so it was overriding what you wanted to have happen.
Here is the fixed file :)
http://www.mediafire.com/file/4mnmuy4km41/base_edit2.mfa
Also, will be pm'ing you with file link in case you don't see this right away.