#Once again, broken animations...

1 messages · Page 1 of 1 (latest)

trim vessel
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idk why this keeps happening. Whenever I think I am good at animations, it just falls apart again. But, I guess I'll explain.

It's just broken. Whenever I interact, I have to walk for it to start, then they walk. But, then they stop walking?? But, also, when not interacting, they don't walk at all. And, when you start the game, they freeze up. idfk what's going on, maybe I should give up on Godot and use Love2D.

naive spoke
# trim vessel idk why this keeps happening. Whenever I think I am good at animations, it just ...

I don’t have too much time rn to reply, it’s late over here, but could you give me some footage of what’s happening and the code for the states of the animation.

But one thing that might be a good change already, for future possible bugs, is change the “if velocity.x and y == 0.0” to “if velocity == vector2() “or” vector2(0.0). Not sure.

But if you’re new you might want to watch some tutorials. And definetly keep using Godot, it’s so good and easy to use once you understand, I’ll look into it more tomorrow when I get some more code from you

fringe oyster
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This means that velocity.y must not be null or 0. I'm guessing that's not what you want.

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You likely meant if velocity.y == 0.0 and velocity.x == 0.0

trim vessel
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alright, so I updated the code. Like, rewrote it entirely + used some public domain github code as a base. Yet, it still doesn't work.
Now, It's ONLY Idle, and freezes on start until there's input.
Am I stupid?

versed mortar
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line 36 is indented under line 32. But it's unlikely you'd press two buttons to walk, yeah? (is there literally a movement button in your game?)

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line 48 just checks velocity.x twice, which is probably a tpyo