When I hold the left key, the WalkingLeft animation will play and move properly.
When I release the left key, it’s supposed to play WalkingToIdleLeft, followed by a looped IdleLeft. However, when I test my game, it just goes straight to IdleLeft.
How do I make it so that the WalkingToIdleLeft frame plays before the IdleLeft loop?
The first line of the animation remains (“left button is released”) unchanged, copy “idleLeft” instructions, create a sub-condition and copy it in the action, the condition remaining empty
For the sub-event of PlayKiril is WalkingToIdleLeft, there should be condition called “Check if animation has finished”, then once the walking to idle left animation is finished it should work.
For the sub-event of PlayKiril is WalkingToIdleLeft, there should be condition called “Check if animation has finished”, then once the walking to idle left animation is finished it should work.
It doesnt seem to work! Does the WalkingToIdleLeft need to be looped to do this? It’s currently set to “Not looped”.
If your game is just a platformer, so you do not need the “IdleLeft” and “Walking left” sprite groups - you just need to use the “Flip Sprite Horizontal” event. Sample is a platformer in GDevelop
My character is not symmetrical and I need to make right and left sprites to reflect that, I would use flip in any other situation though.