Generally it’s an animation stack problem..i mean 2 different conditions with two animations triggered/running at the same time..that needs to be separated like in a FSM.
if you have player character in the scene>double click on it>post a SS of the behaviours TAB.
and another SS of extensions list used in your project.
Attached is screenshots, I tested all the behaviours/animations in a clean project and the animations behaved properly which leads me to suspect something is up in the project itself.
If it works in a new project, we should try to figure out why it doesn’t work in this one.
That way, if it happens again, you’ll know where to look.
How did you build the scene? Tilemaps, objects, is it empty? At this point, the only thing I can think of is a collision issue.
For example, if the collision mask of the sprite is offsetted, you might see the animation, ..say, the jump animation, becoming stacked with walk movement animation with keypress.
You could try using the collision debug action and take a look.
If that doesn’t help, I honestly wouldn’t know how to help you..but will try. The only events you have are probably inside the behaviors, which, as you said, you haven’t touched.
Hers where I got so far, recreated the project and got the same issue.
Im using a tilemap for the ground with platform behaviour, for some reason Im getting a bug with the tilemap as I tried using sprite with a platform behaviour and the walk animation worked without issue.
I asked the gdevelop ai to identify the perpetual jump issue, it said irregular collision masks causing a perpetual 3px change, I investigated all collision masks and found no irregularities can’t find the cause of the Collision issue with perpetual jump, is fighting with the engine just a beginners thing or is this normal?
ok I rebuilt my player object and removed platform character animator and perpetual fall stopped, I created an events sheet for my project but I get a jerky stop-start walking animation why would cause that instead of smooth continuous movement?
I’d suggest that instead of applying the same calculation for each layer’s camera, you calculate it for 1 layer, and use that layer’s camera X & Y values to set the position of the cameras on the other layers.
That way, if you change the calculation of the camera’s position, you just need to change it once.