Construct Animate feedback thread

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  • MP4 videos can be literally 10x smaller than a GIF and better quality, so a lot easier to upload on a slow connection.

    MP4 tech is obviously better because of more sophisticated compression. When I say GIFs are smaller, I mean, when one is referring to a GIF, they are referring to something small, like a short animated clip. You are being overly technical here.

    I think one part that is being overlooked is that (for the creator) GIFs are easier to edit and handle. MP4s are not, they require video editing software, figuring out export settings for optimal quality/size. You have to do similar with GIF but its easier to manage/handle. I've even loaded GIFs into photoshop or aseprite to edit or remove any frame I want.

    Often when creating ANY animated content that I'm attempting to share, I'm trying to maximize playtime/size/quality - you can't just share any mp4 there are limits. So it may not be an issue if Animate exports the most efficient settings. but if I wanted to edit it or change the export size, or cut a few frames, or delete every other frame to speed the whole thing up.... it can be done with video editing software but definitely not as easy as a GIF. And often when you think "GIF" you think shorter/smaller (in frame size) clip anyhow.

    Also GIFs (tiny ones) are excellent for embedding in emails/presentations/slides. Those tiny <30 frame GIFs will probably never go away. There has to be a diminishing returns at some point. Here's an honest question, what is more efficient a 3 frame GIF or those same 3 frames in MP4 format? (I'm actually asking as I dont know).

  • Funny was trying to upload a gif I made in 30 seconds, but the forum does not support uploading gifs xD

    http://boomtanium.com/construct/test/whiffed.gif

    30 seconds, just 42kb ... not all that bad ^_^

  • lennaert well you can embed them, just surround the gif link with [img=" " (then close bracket)

  • But you did that with the Html Element.

    So its basically a work around for a work around... for a work around.

  • I think, this will be more confusing than helpful imo, as people will start to wrongly assume that this limits frame-rate.

    I like the way spine solves it better, for spine all animations are also running at infinite framerate, but they also display frames instead of seconds in the timeline to be in line with traditional animation, animation teaching and rescourcess like "the animator's survival kit".

    They have this timeline menu:

    the timeline FPS slider magnetizes to common rates like 12,24,30,60 and changes the playback speed so the markers match up with the selected FPS, but it doesn't change the keyframes, markers or frames per second that are displayed when playing it back.

    The timeline looks like this, marked by frames.

  • I think it's confusing because it makes it seem like you are setting the fps for the project, which you are not by all means! You are only setting what the timeline markers and stepping references, secondly what if you want to have one animation at 12 fps the other at 24 in one project?

    The bar in Spine allows more incremental changes, it just snaps to the common resolution if you get close to them, like 24.08 it would snap to 24. In Construct it could just be a value field in the timeline Properties.

    I agree the speed thing is kinda redundant.

    And the Stepped, Interpolated is not easing. We already have a similar dropdown in Construct Timeline though (called Animation mode).

    Imo if you rename duration you would need to rename it to hold for duration or freeze for duration. As otherwise it would not imply correctly what you are supposed to set there.

    But I don't want to argue, I think it's completely fine to have different opinions on how to solve certain things, I just want to give my pov on this. So I hope you don't see this as an attack. :)

  • I would absolutely love to see a "max FPS" option for Construct. I find when making a rhythm game, my inputs feel noticeably more responsive when I disable vsync (even on a 240hz monitor), but currently without a max FPS cap, disabling vsync is only useful for benchmarking and making your computer's fans go wild and draining laptop battery.

    I also currently get choppy sprites and choppy Video playback when vsync is on, but I have not been able to reproduce this in a minimal project for a bug report, but if I disable vsync, the choppy issue is gone.

    GDevelop has a max FPS option, and games like Valve's Source engine games have a cl_maxfps variable iirc (usually defaulted to 300 on most Source games), so you can disable vsync, get the benefits of better input response, fans don't go wild, with the only downside being image tearing, which often isn't a big deal.

  • Construct animate has exports that don't have a fixed framerat. So having it limited to a specific framerate is not realistic or desirable in certain cases.

    Secondly, watching a 24fps video on a common monitor (which is 60hz normally) will not result in even timing, certain frames would need to be shown longer than others.

    So imo framerate doesn't make sense for an overall project setting.

    Though I would love them to add a framerate limiter option. For Construct 3 as well, would be great for testing as well, I have a 144hz screen and can't test 60 fps easily.

  • I looked in to it a bit more and one thing I didn't count on was such poor support for videos from some services! For example Twitter can accept a .gif just fine, but weirdly complains about an MP4 video being an unsupported format, even though I checked their documented video format requirements and it meets all of them.

    So I guess we need GIF just for compatibility with services that can't read videos properly. If Twitter doesn't get that right I'm sure there will be more. Fortunately there seems to be a decent JS library for GIF encoding and it works similarly to an image sequence export, so GIF export support should turn up in Construct Animate in a few weeks.

  • Ashley Any plans to add movie export options to C3?

    There's already a video export option, unless you mean something else?

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  • Hello,I have a problem!

    WebGL not launching...

    What should I do?

    Thank you

  • I don't think they are doubling their workload, updates all seem to be revolving around timelines, unless they are working on other things. Don't know, never any communication.

    Still annoys me though.

    We pay a subscription for C3, only to have all efforts go on the new product. They allow us to use it so they get free testers. When it's released if we want to use it we will need to pay another subscription for something we already funded.

  • I guess it's possible for Scirra to focus on both products - I believe it was mentioned that they silently worked on C3 Animate for the past year (iirc), which is a bit odd now that I think about it because it took a year(?) to add video export? If hypothetically they focused more time on this video export to get it done in a few months, then would C3 development have slowed down during this time?

    Perhaps development will be a bit slower whenever a major feature is being focused on - Like if Scirra wanted to add drawing tools to C3 Animate, we might see less stuff getting implemented in C3 during this time. I know there's not just 1 programmer so maybe someone can still work on a major feature in C3 during this time, but there was a time where all staff were focused ONLY on C3.

    But! Scirra could afford more staff when they get even more cash flow from this new product for a new demograph. Maybe there will be teething issues, like with any new thing or any shift in workload, but I do trust they've thought this through.

  • They're not doubling their workload because they are not outputting twice the amount of updates.

    Their focus has simply shifted from C3 to CA.

  • I have to remind you that we paid the full price while we beta tested C3 for at least 2+ Years as it was full of bugs when just came out with the excuses that they have a small team so we were patient till you were able to start making any money and when they finally start making money you would think they will invest and give back to the customers that they been supporting them since the start, so instead of that, they decided to develop another product taking time from C3, where they could have added a lot of features request or maybe work in exporters for consoles as is much needed so we don't have to rely on third parties, fix stutters? New teach to not end up on those ios bugs that they had for 6+ months like ios15? maybe go native and fix it all at once including exporters to consoles? I'm surprised there are still users defending them to the point of insulting other users that's why C3 never advances where it should be as it tries to appeal to many markets and we are stacked in the middle. Instead of focusing to make the Best 2D Game engine by adding all the needed features and beyond, you jump to another market to appeal to other audiences but we paying for your adventures that's not really cool.

    Nepeo left many years ago and no one replaced him so I personally don't believe this product will bring anything good to C3 if starts making any money as we already saw that when you start making money you invest it in something else, so on this case, this new product will just be in the middle taking time away from C3 and if it does ever work will benefit only the owners (Ashley & Tom), I really don't understand why you not focusing in making the best 2D Game engine, is like you goals are in a totally different path from what you user base needs, we are in a gaming Engine so all your goals and resources should focus in developed the best tool for your game dev user base, sooner or later someone will catch up with another new similar event system engine so instead of making it harder for them, you are making easier by focusing in something else instead of keep adding features and improving C3 as fast as possible.

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