Helped a lot thank you very much. I found it is easier to create separate animation for left,right, up and down instead of using the mirror functionality.
You're very welcome! So glad this helped!! The advantage of the mirror functionality is to have the game only use the one image for multiple animations when the image is just a duplicate anyway. In a smaller project there wouldn't be a noticeable difference, but in a large project with several animations for each character you can save memory and performance speed by mirroring the one image.
That's great to hear!! I hope you find enough to get you started. All tutorials except for Castle Run can be done in the limited free version. I'm sure you're already aware, but Vimlark also has a great tutorial you should try as well. Let me know if you have any questions, I'll do my best to answer.
Hey there great video! Something is off with the diagonal animations though. When entering 46 degrees from 0 the character doesn't continue to use the side animation and freezes. How is fixed?
i know this is a late response and you probably figured it out already, but in case you havent yet ill see if i can help. (hard to know why u have the issue without lookin at your settings and code). a couple things to check that i can think of. player behavior- set angle to no. turning off default controls direction sprite behavior- set angle to 45 intervals, and also turn off default controls. honestly those are really the only controls/behaviors i can think of that could cause that. i have some notes i made a while back actually from this vid. i dont know if you can understand them, or if they would help but heres the section about the animation code(in steps). hope you already figured it out. if not, i hope this helps! [add event] sprite(square), is moving [add sub-event] sprite(square), is within angle, {within}is the angle of the players direction(which direction the player will face when a key is pressed)}{angle is the direction i wanna move} [add action to sub-event] sprite(character), set animation, {"the name of the animation that is needed"} [add action] sprite(character), set mirrored (if needed) //note: if only using one 'side animation', then use {not mirrored} on original 'side animation', and {mirrored} on the other direction
how do i make it diagonal as well i have the frames but when ever i put within 0 of 45 degrees it plays only the first frame of the fown right animation
@@trouble6043 Hmmm, hard to say what that could be without seeing what you have in your code or animation editor. I've never experienced that before. I'm not sure how to solve that. I do have a new updated version of this tutorial releasing in a few days. Not sure if that will help you out with what you have already. But I don't really know what to do about a "delay" like that. I've never seen that before.
I've been working on that exact idea. Jumping and even having different height levels (platforms) for the character to jump to. All in a top down 8-direction style game. Unfortunately I had to send my computer back AGAIN to get repaired. So it might be awhile before I can get a tutorial out for that :(
Marlin thanks for replying back great tutorial and I hope you continue with working with your idea Pls upload the jumping tutorial as soon as your computer get repaired respect plus I subscribed your channel:)))
holy crap, i've been trying to figured it out how this kind of movement & animation works for days, you saved me lol, thank you.
Awesome!! Glad to help!
thanks, the only way to make animations without bugs
Helped a lot thank you very much. I found it is easier to create separate animation for left,right, up and down instead of using the mirror functionality.
You're very welcome! So glad this helped!! The advantage of the mirror functionality is to have the game only use the one image for multiple animations when the image is just a duplicate anyway. In a smaller project there wouldn't be a noticeable difference, but in a large project with several animations for each character you can save memory and performance speed by mirroring the one image.
thanks for this it helped a lot!
So glad I could help!!
This was very helpful! Thank you!!
Very Welcome!! So glad I could help!
Hi I found your stuff bc Vimlark recommended you to me to learn c3 so I hope your videos can help
That's great to hear!! I hope you find enough to get you started. All tutorials except for Castle Run can be done in the limited free version. I'm sure you're already aware, but Vimlark also has a great tutorial you should try as well. Let me know if you have any questions, I'll do my best to answer.
Thanks for video, very helpful
You are welcome! Happy to help!!
Thank you very much!!
You're very welcome!!
thanks this was helpful
No problem! So glad I could help.
Good tut! If I have diagonal animations? I would I adjust the angles so that I could incorporate those?
Hey there great video! Something is off with the diagonal animations though. When entering 46 degrees from 0 the character doesn't continue to use the side animation and freezes. How is fixed?
i know this is a late response and you probably figured it out already, but in case you havent yet ill see if i can help. (hard to know why u have the issue without lookin at your settings and code).
a couple things to check that i can think of.
player behavior- set angle to no. turning off default controls
direction sprite behavior- set angle to 45 intervals, and also turn off default controls.
honestly those are really the only controls/behaviors i can think of that could cause that.
i have some notes i made a while back actually from this vid. i dont know if you can understand them, or if they would help but heres the section about the animation code(in steps).
hope you already figured it out. if not, i hope this helps!
[add event]
sprite(square), is moving
[add sub-event]
sprite(square), is within angle, {within}is the angle of the players direction(which direction the player will face when a key is pressed)}{angle is the direction i wanna move}
[add action to sub-event]
sprite(character), set animation, {"the name of the animation that is needed"}
[add action]
sprite(character), set mirrored (if needed)
//note: if only using one 'side animation', then use {not mirrored} on original 'side animation', and {mirrored} on the other direction
how do i make it diagonal as well
i have the frames but when ever i put within 0 of 45 degrees it plays only the first frame of the fown right animation
How do you stop animation delay? Please help
Can you give an example of what you mean by "animation delay"?
@@Marlin-Gamedev when I am walking and I switch animations it takes a bit of time to change animation when I am facing a different direction
@@trouble6043 Hmmm, hard to say what that could be without seeing what you have in your code or animation editor. I've never experienced that before. I'm not sure how to solve that.
I do have a new updated version of this tutorial releasing in a few days. Not sure if that will help you out with what you have already. But I don't really know what to do about a "delay" like that. I've never seen that before.
I'm curious, I have mine set up, but when i'd press let's say, W & D to go diagonally, the animation will freeze. Is there a way to fix this?
Do it works on construct 2?
Yes!! Everything can be done in Construct2 AND Construct3
8 direction with jumping tutorial pls!!!!! Thanks
I've been working on that exact idea. Jumping and even having different height levels (platforms) for the character to jump to. All in a top down 8-direction style game. Unfortunately I had to send my computer back AGAIN to get repaired. So it might be awhile before I can get a tutorial out for that :(
Marlin thanks for replying back great tutorial and I hope you continue with working with your idea
Pls upload the jumping tutorial as soon as your computer get repaired respect plus I subscribed your channel:)))
how download this project ?
It can also be done on browser without downloading
Moooooore pls :)