How do I reverse animation?

Not favoritedFavorited Favorited 1 favourites
  • 6 posts
From the Asset Store
Animated portals including normal and reverse animations in HD and 8-bit.
  • I searched forum for similar questions and tried to follow the answer from this topic https://www.construct.net/en/forum/construct-3/general-discussion-7/animation-speed-minus-not-work-172237 but it's not working, I'm missing something, but what?

    Here is my C3P

    https://www.dropbox.com/scl/fi/t1y1bllcb6jsauek2b7gk/Movement-Tank.c3p?rlkey=c9jgobg8gdz61as89mmisj95z&st=vns7jt23&dl=0

  • ALL ISSUES FIXED IN YOUR TANK GAME!

    Download the corrected file here: fileport.io/cPChmSHYWztN

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thank you Liberador for such a great improvement. I was trying to understand how everything worked and have a few questions.

    My guesses:

    1) Audio. My logic with the audio file was to turn it on when needed and when not, turn it off. You are running the audio file from the start and then adjusting its volume. Is it saving some PC resources and good for optimization, or just because it's easier?

    2) Animation. As I can see, you removed idle animation, and then I tested it, and as I understood. Set repeat-to-frame works only with the first animation and only if the loop checkmark is on. Is that correct?

    I don't understand:

    1) Audio. Why was it used to set the engine volume to -1000 dB instead of using engine mute?

    2) Audio. This was a great idea to set the playback rate to tank speed! Furthermore, I noticed a new sound for the engine (it sounds more like a heavy vehicle than mine). Is that free to use? Formula that I don't understand: 1+(abs(Tank.Car.Speed)*0.01) Okay, abs makes any number positive, but where did 1 and 0.01 come from?

    3) Animation. How does that truck spawner even work? Truck speed movement is calculated based on tank speed, right? Can we use something like speed compare instead of the current animation frame?

    Same things:

    1) Optimization. I used fade to avoid too many track marks (before that I was counting total tracks and then destroying the first one).

    2) Animation. Truck animation speed was connected to tank movement speed for a more realistic look.

  • Hello again, Liberador

    I have some guesses.

    1) You used to set the engine volume to -1000 dB instead of using engine mute to avoid one more step where it would be needed to unmute the sound, right?

    2) 1+(abs(Tank.Car.Speed)*0.01 I think 1 is there to play sound in normal speed and then add "force engine sound" to play faster. Example: if tank speed is 100 * 0.01, then it will be 1, and the previous 1 will make it 2, or double the sound play speed, right?

    I still don't understand.

    3) Why is the truck mark spawner delay based on left track animation speed? Is truck animation speed movement calculated based on tank speed? Why not use something like tank speed compare instead of the current animation frame? Plus, if there is a vehicle that does not have tracks at all, it will need a new formula... Is there any way to skip that left track step and calculate based on tank speed? Can you please explain it to me?

  • Hello again, Liberador

    I have some guesses.

    1) You used to set the engine volume to -1000 dB instead of using engine mute to avoid one more step where it would be needed to unmute the sound, right?

    2) 1+(abs(Tank.Car.Speed)*0.01 I think 1 is there to play sound in normal speed and then add "force engine sound" to play faster. Example: if tank speed is 100 * 0.01, then it will be 1, and the previous 1 will make it 2, or double the sound play speed, right?

    I still don't understand.

    3) Why is the truck mark spawner delay based on left track animation speed? Is truck animation speed movement calculated based on tank speed? Why not use something like tank speed compare instead of the current animation frame? Plus, if there is a vehicle that does not have tracks at all, it will need a new formula... Is there any way to skip that left track step and calculate based on tank speed? Can you please explain it to me?

    1) Yes.

    2) Yes.

    3) I did it like this looking for the easiest and simplest solution, but if you don't want the truck mark spawner delay to be based on the left track animation speed, you can use the solutions suggested by R0J0hound and dop2000 in this thread: construct.net/en/forum/construct-3/how-do-i-8/spawn-objects-quantity-185633

  • 2) Audio. This was a great idea to set the playback rate to tank speed! Furthermore, I noticed a new sound for the engine (it sounds more like a heavy vehicle than mine). Is that free to use?

    Yes, you can use it for free.

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)