Nice video. I have the problem that my character would lose his animation if i press for example: a and d then he would just have the idle animation and when i release one finger he would have the idle animation and he would walk the correct way but without the animation.
Yes, if users input multiple conditions it is possible that this basic animation setup loses the correct last key pressed. The top down behavior has something called Angle of Movement - you can use this with something like: 0 (+-) 45 set to animation Right. 90 (+-) 44 set to animation Down. 180 (+-) 45 set to animation Left. 270 (+-) 44 set to animation Up.
You just need a condition to send it back. In my current :Zelda: game tutorial I am making: I use an OR statement - If Left OR Right OR Up OR Down are pressed (INVERTED) then set idle
Your videos are very informative you ever consider doing an indepth tweening tutorial, with each tween feature better explained with examples of what they can do?
Hi! can you make a tutorial on 8 direction movement? my problem is to avoid dual or 3 pressed button freeze animation! i want to make a player movement like Stardew valley stile! thanks
Hey Panda! You should be able to achieve this by making very restrictive conditions for each of the 8 directions. If you are pressing up AND not left AND not right then play the up animation. If you are Pressing Right AND not up AND not down then play right These 2 conditions will make it so if you are Pressing up AND right will work as a condition. I have a video for Construct, the logic I would use in Gdevelop is the same, here's a link that skips to where I start talking about it: ua-cam.com/video/kgzUl98u-s4/v-deo.html
Hello, I am using keybinding, and the animation is not one in each direction, but relies on flip. So I use the keypressed detection method to play the animation, but if both directional keys are pressed, the animation will conflict and cannot be played. How can I solve this situation? Thank you
Nice video. I have the problem that my character would lose his animation if i press for example: a and d then he would just have the idle animation and when i release one finger he would have the idle animation and he would walk the correct way but without the animation.
Yes, if users input multiple conditions it is possible that this basic animation setup loses the correct last key pressed.
The top down behavior has something called Angle of Movement - you can use this with something like:
0 (+-) 45 set to animation Right.
90 (+-) 44 set to animation Down.
180 (+-) 45 set to animation Left.
270 (+-) 44 set to animation Up.
i will try. thank you very much for helping@@Winstreak1
Thanks for the respone and I think it worked but i can't really tell because my character is now a magenta pixel.I don't know what to do @@Winstreak1
@@kaktusdog8127 Sounds like the image got messed up? Maybe try saving and closing Gdevelop and re-opening?
Okay thanks i'll try it.@@Winstreak1
super mario world series is definitely worth it!
YA! Don't just take my word for it.😆
Also, Hey Q! :)
Nice and clear
Glad you liked it!
So first off this video has been awesome! only thing is the animation dont want to go back to idle animation after key is pressed how do i fix this?
You just need a condition to send it back.
In my current :Zelda: game tutorial I am making: I use an OR statement - If Left OR Right OR Up OR Down are pressed (INVERTED) then set idle
Your videos are very informative you ever consider doing an indepth tweening tutorial, with each tween feature better explained with examples of what they can do?
I can add it to the list - I'm no expert in tween so it'll take a while
@@Winstreak1 Oh gotcha no worries at your own pace
Nice
Thanks Gabrie!
no its not
Hi! can you make a tutorial on 8 direction movement? my problem is to avoid dual or 3 pressed button freeze animation! i want to make a player movement like Stardew valley stile! thanks
Hey Panda! You should be able to achieve this by making very restrictive conditions for each of the 8 directions. If you are pressing up AND not left AND not right then play the up animation.
If you are Pressing Right AND not up AND not down then play right
These 2 conditions will make it so if you are Pressing up AND right will work as a condition.
I have a video for Construct, the logic I would use in Gdevelop is the same, here's a link that skips to where I start talking about it:
ua-cam.com/video/kgzUl98u-s4/v-deo.html
@@Winstreak1 thanks for the hints!! I´ll try that! can´t crack this code :( for 3 days!!!!
Hello, I am using keybinding, and the animation is not one in each direction, but relies on flip. So I use the keypressed detection method to play the animation, but if both directional keys are pressed, the animation will conflict and cannot be played. How can I solve this situation? Thank you
You can attempt to restrict this with extra conditions:
example:
Left key is pressed AND Right key is pressed (Inverted) - Play Animation Left
its not working bro
I agree