Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ginocollins

Pages: 1
Ask a Question / Re: Adding run and shoot animation
« on: April 23, 2013, 08:34:58 pm »
Okay. I combined all the events into one but now I think I messed up the timing. The actor gets stuck in a loop when he hits the left side of the screen. Also, it now changes the animation but only for a split second while 'fire' is down. If I understand correctly I need to make the state after the button press to be the run and shoot animation as well.

I think I understand the 'pressed' situation now. Thanks for your explanation. That makes a tonne of sense. However I still don't quite understand the 'wrap the check inside a boolean.' Can you give me an example? I can't quite wrap my head around what to put in the boolean or where to put it.

I've been at this for hours tonight. It's now all a jumble in my head. Try again tomorrow.

Thanks again for all your help. I really appreciate it.

Ask a Question / Re: Adding run and shoot animation
« on: April 23, 2013, 04:55:56 pm »
Thanks dtrungle.
I'm not gonna lie though. You lost me on that answer. I'm REALLY new at this. I understand having them all in one event. I've been slowly meshing them all together. I just find it easier to make separate ones first. Just clearer in my head.

I changed the 'x (on screen)' to just 'x' but the actor stops far before the end of the level so I changed it back.

"Your condition 'when pressed' would only work once when the button is clicked within the 100x cycle of the event. This means most of the time, essentially right after 'when pressed' the condition would be something else."
Does this mean I can only use 'when pressed' once in the whole event? Even if it's attached to an 'and' boolean? Do I need to use 'when released' or 'is down' instead?

"You can try disabling the whole check after 'fire' is initiated. This should force the firing animation to play through before it starts checking inputs again."

I don't understand what exactly you want me to disable. I'm sorry. Starting to feel a little dumb here...

Ask a Question / Re: Adding run and shoot animation
« on: April 23, 2013, 04:00:43 pm »
Still won't work. What am I doing wrong?

Ask a Question / Re: Adding run and shoot animation
« on: April 23, 2013, 11:56:09 am »
Thanks! I can't wait to try this after work.

I wasn't using the "when drawing" event. I was using the "when updating." Could that be the issue? I am really having a hard time knowing when to use the different ones. I'll have to read up on them again. :P

I also have separate animations for each side. I assume I'd just make "If left is pressed down etc" and "otherwise if right is pressed down etc." Is that correct?


Ask a Question / Adding run and shoot animation
« on: April 23, 2013, 11:10:42 am »
Hi everyone,
I'm super new at this and I've run into an issue with a game I'm messing with. I have a character who shoots left and right while standing still no problem and runs left and right no problem. My issue is how do I get the character to switch to a new animation when he's running AND shooting at the same time?

I haven't been using behaviours. I'd rather learn the code blocks instead. I'm at work so I'm unable to show my code so far. Sorry. If neccessary I can post a screenshot later this evening.


Pages: 1