Gil stopped to look at the camera and pose for this lovely picture. As you can see, I was able to make the ledge grab work. The orange sprite will actually be invisible. It is used to trigger the grab if a certain button is held down while falling and another invisible sprite spawns (while falling) and overlaps the orange sprite. The red sprite you see is the platform shadow where I base all the platform movement from. (It will be invisible as well.) Now, take a gander at the pic below. I call it FRUSTRATION FROZEN FRAME.
Here we have Gil in the "shimmy" animation. I created a light blue sprite (will be invisible) to spawn at orange ledges x and y axis when Gil is in this form. It has the platform elements as well, so when I press to the right it moves. However, I've been stuck on this for days going on a week as Gil won't go with it. UGGHHH!
On a little more positive note, I managed to get a combo to work. For weeks, I've tried, until yesterday when I came across a method to pull it off without using a timer. Now I can press the attack button x amount of times to stack the combos and anytime I don't press it within a certain time, the next attack animation doesn't trigger and Gil goes back to the state of "IDLE."
I've been in the programming of the game this last few weeks or so. Rafael has other commitments and priorities that have to come first and such is life. I definately appreciated his interest and tips. We hope to work together in the future though as the door is always open.
So, I'm back at square one. If another programmer is interested, I'm all ears. Until then, I've been digging in. Along the way, I've made some changes to how the game will play out. It is going to be a mix of 8 Directional, but also have levels that are strictly deal with platform actions. So it is almost 1/2 and 1/2. I have the buttons set up to work the same, so the player will have a smooth transistion throughout the game. Some may think this is probably won't jive, and they could be right, but I'm going to keep on this track until it is done and can give it the final judgement.
I've finished the walk/run programming for the platform. The triggering between both by double tapping the direction was a chain of failures, but I did it. Then the next obstacle was if the player jumps while running, I wanted him to continue running or walking. Try after try, the player would either jump to the "IDLE" animation or remain in the "JUMP" animation and just slide across the platform. With some suggestions via the wonderful forum users on Construct, I was able to modify what they said and made it happen. Oh, the little joy that came over me.
My next two goals are to get the player to climb and then grab ledges (which in turns, can lead to shimmying across gaps). Below is a brief code I worked out. It does work, but I'm left with one problem: When I release the up button while on the pole, the animation continues. This may seem like an easy fix, but it has been a struggle.
Doesn't look too complicated. This makes me appreciate even more the "strings" of code that programmers use using C++ and so forth. This, even though has it's challenges, is still the way to go for someone like me.
Thankfully, I have pretty much all the characters, layers, background, object art done for the game. I'm sure once I smooth out all the kinks of the programming, I'll modify some of it though.
I do want to provide one piece of wisdom for those wanting to try CONSTRUCT 2: Please read up on the "FAMILY" options. If you have multiple characters or objects that are ment to do the same thing...put them all in this wonderful FAMILY STRUCTURE and it will reduce your repeated steps. For instance: I have multiple thugs all in one family. When I go to program their actions, I just click on the specific family group and they are all included. Viola! For enemies that have various attributes, you can set up "INSTANCE VARIABLES." Example: The thug ANGUS has a health bar of 3 in his SPECIFIC HEALTH VARIABLE, while Wallace has 6. This way it knows that even though they are in the same family group, Wallace can take more of a beating! Go WALLACE!
Well, that is it for now. I'll probably try to post some more images of the EVENT SHEETS like the one above...probably showing you what not to do as I come across many failed attempts. Oh, I do have the 8-Directional events almost working as well. For some reason I can't get the running to trigger though, just the walking.