Hey all. I’m a beginner here and with making games in general. I’ve been following the Alan Noon tutorials on making a 2D side-scroller in Paper 2D for a couple of days now (a bit frustrating because a lot of things have changed since the product version used in the tutorials), and I’ve got all of the movements and animations for the movements down no problem. However, it looks really weird to have the player’s character continue his running animation after falling off a ledge/cliff. I’m wondering if there’s a way to initiate an animation after he falls off a ledge, preferably the same sprite used for the Jump action? I’ve been scouring the internet over the past 24 hours or so trying to find something to help me out but there aren’t many tutorials concerning Paper 2D around, let alone for the question I’ve got. Any help would be greatly appreciated! Thanks in advance!
Yeah I have it set up so that when he touches the ground it resets him back to the idle stance, but that’s not the issue I’m having. What I mean is I have hazards in the level that are, essentially pits. Think Donkey Kong or Super Mario. It’s a classic 2D side-scroller hazard. When my character falls down into the pit, he continues his running animation indefinitely. What I want him to do is as soon as he detects that he isn’t standing on solid ground, to go into the sprite used for the jump animation so he looks like he’s actually falling down the pit instead of continuing the running animation as he falls to his doom. Thanks for the quick response, by the way. I thought it’d be days before someone got back to me hahaha
I can not understand what you are gonna do exactly.
you want your character start running if he touches ground after falling but if touches the bottom of a pit keep falling and dying? !! @_@ !!
No, all I want him to do is perform a particular animation as he is falling. That’s all I’m trying to get him to do, but I can’t figure out how. There is no bottom of the pit, that’s the point lol. When he falls in the pit, he dies. But it’s not about the pit. It’s about the falling in general. He could even fall off a ledge, perform the falling animation, and then land on the ground and then go back to his regular standing animation. I have the standing animation figured out. It’s the falling animation I can’t get working. I don’t know how to make the game detect that there isn’t a floor under the character and then make him perform the falling animation when it detects that there is no floor. Does that make more sense?
I’m not sure my setup has those functions. Did I mention I’m using Paper 2D? I’m not doing a 3D game I don’t have pawns and that kind of stuff. I’ve tried to locate the stuff you have in the image on my UE4, and nothing is showing up. Thanks for walking me through this, by the way. I really appreciate the help.
Yes these are the tutorials I have been following, but if you notice, he is always jumping. Not falling. I have the jump correct. But if you see, he never has his character fall from somewhere to a lower area or fall off the edge unless he was jumping first. I have all of the animations working that he has, but there has to be a way to program an animation for him falling off a ledge. That’s what I am desperately trying to figure out lol
As you can see, it begins with an Event Tick. The event tick executes a Branch with the condition being whether or not the Velocity of the Actor’s Z coordinates is Less Than 0. The actor, in this case, being BP_Dude (My player character). If this condition comes back as True, I have it set to Set Flipbook to the Jumping sprite (which, in my case also doubles as the falling animation). And voila! As soon as i walk off of an edge, the “Jumping” (falling) sprite activates, and I am happy. Hope this helps anyone else working in Paper 2D. It seems there aren’t many decent tutorials out there for this plugin for UE4, so we’re all learning a little bit at a time and whatever I can do to help I will do!
im running into an issue with this setup. It works but I cant find the proper placement within the existing Event Tick so its interfering with left/right component. Im using the one from the live stream tutorial they did last year.