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Traversal needs to come sooner rather than later
Traversal is much needed and please take a lookat Animancer, building your controller like Animancer would eliminate the need of stupid mecanim and make using custom animations a breeze. There is a free version that you can look at. Building actions for animancer is easy and you could make it as a new module.
Working on a 2.5D side-scroller at the moment and a problem I keep running into is when a character collides with an object, it can adjust his position on the X axis, which breaks the whole point of side-scroller.
Is there a way to fix the character on a given axis?
Sorry, guys! Another conundrum – ladders
From my research, as far as I can tell, I need:
A ladder with a trigger on the bottom and on the top. These triggers should prompt climbing when the player enters the trigger.
The animation state has to change to “climbing” when the player triggers the collider…. And there are 6 animations stages: getting on bottom ladder – climbing up – getting off top ladder... (and the reverse) - getting onto top part of ladder – climbing down – getting off bottom part of ladder. So, I’m thinking that I will need to make locomotion states for climbing.
I somehow got to a point where the player locked onto the ladder, but I couldn’t make it animate or move up and down. When I did try to move it, sometimes it spun off the ladder to the left or right.
Should I try to make the animations all in one state, one blended tree, or separate actions?
How would I go about limiting the movement of the player to the Y axis?
Is it even possible to create ladder climbing animations using Game Creator?
What have you guys done for ladder climbing?
Hi Christina. You posted this in the correct topic: Traversal. Unfortunately, this module is not yet developed. We're planning on working on it after the Melee module, which we'll start working very soon. The Traversal module will allow you to climb ladders, vault obstacles, do precise jumps, climb hills, drop from ledges, and throw a hook to reach high obstacles.
However, not all hope is lost. Depending on how much control you want to give your characters while being on ladders, this could be done as it is now.
How I would do it would be that, when a character attempts to climb a ladder, the control is taken from the player until it reaches the top of the ladder. if that's okay with you, keep reading...
You'll need to create two Simple States: One for climbing a ladder up and another one for climbing down. Each State should also have (this is optional) an animation clip for entering the start climbing and exit climbing states. The default animation played in the Simple State should be the character climbing up or down.
When you have a scene ladder, create two On Left Click Triggers: One at the top and one at the bottom of the ladder. These will instruct the character to climb up or down depending on the trigger clicked. Use the Move character to move the character in front of the ladder; you can use a Marker so it also orients itself towards it. Make sure the Trigger from the low part of the ladder uses the Move Character To action and uses the Marker at the lower part of the ladder. Same with the upper part.
Now comes the fun part. Once you have the character correctly aligned, you can use the "Mount Character" action, which basically takes control of the player off from the user and allows to freely move the character using the transform actions. Here you should also make the character enter the ClimbUp State using the Character State action (or down if you're setting up the upper trigger).
Once the Character Mount Action is enabled, you can use the Transform Move action to make the character move up the ladder with a duration of X seconds. It will appear as it's climbing it up. You'll need to play with different values and see what works best for the speed.
Once the character reaches the top, you can reset the State, change the Character Mount action to false.
Hope this helps. Let me know if something's not clear. Happy game making!
Sorry, guys. Newbie here... I feel like this is a dumb question, but I am a tad bit confused. As far as I understand it, if I would like to add additional locomotion/states/gestures to a player or a character (such as climbing a ladder, walking up stairs, or picking up an object), I should add 'actions'. I am just not sure where to put the actions - do I add them to the game objects I intend the player to interact with, or should I store the actions under an empty object or the player itself? If I wish to add multiple animation/states, should I add them all as separate actions?
Hi @Christina, this is a very good question. As @itsthehawke says, it all comes down to a matter of preference. I would personally suggest creating an empty game object and add each system of their own inside that empty game object. You can then create a prefab out of that and reuse the Actions, Triggers, Local Variables, ... in other scenes that also use the same system.
However, you're free to organize this as you see fit in your game. Each project will probably have different requirements.
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