Ashley's Forum Posts

  • Hi all,

    In my relentless feature-trimming in C2, I've come to wonder about the animations system.

    For example, take animation angles. The animation angles system seems to complicate the UI and engine quite a lot, when I think there may be simpler alternatives. The fact you can specify any angle at all for an animation, such as one at 90 degrees and one at 91 degrees and one at 91.1 degrees, definitely seems to be overkill, especially since Construct has always been good at rotating objects smoothly.

    Some common use cases I'm aware of are:

    1) a platform character with a mirrored copy of the texture for facing left and right. Normally this would be two animation angles under one animation (0 and 180 degrees).

    2) an isometric character which has a different texture for 8 different directions

    3) variations on an animation stowed away in animation angles, which probably shouldn't be in animation angles anyway

    Further, sub-animations are a nice idea, but I'm not convinced anyone's actually used them. I'm not sure what features we thought sub-animations would enable, but it doesn't seem to be anything you can't do with ordinary animations and events. Sub-animations make the UI more complicated and have been a source of tricky bugs in the engine, so I think they should be dropped completely from C2.

    So what could we do instead, that covers all these features, but in a simpler way? I thought about it, and I propose a new system for C2 which:

    • has no sub-animations
    • has no animation angles
    • allows you to arrange animations in to folders, a bit like things in the project bar. For example, you could have an animation folder "Walking", with two animations contained within called "Left" and "Right". The names of these animations would then be "Walking\Left" and "Walking\Right".

    This is more organised than a flat list of animations, while removing the cruft of sub-animations. You can still simulate animation angles with different animations in a folder, e.g. "Walking\Right", "Walking\DownRight", "Walking\Down" etc. and setting up some simple events that chooses them based on the object's angle. There would also be no animation "tags", so behaviors would not try to set animations for you. The events to set up animations are so trivial it doesn't seem worth trying to make the editor do it for you with unnecessary tags and angles gadgetry. Also, predefined tags like "walking" and "shooting" mean Construct is making certain assumptions about the kind of game you're going to be making, and I don't think a general creation tool should assume things like that for you. (Bit of a philosophical point.)

    Another example - take an object with these animations:

    Stopped

    --- Left

    --- Right

    Walking

    --- Left

    --- Right

    Running

    --- Left

    --- Right

    It's dead easy to set the right animation - something like this will do:

    + On left key pressed

    -> Player: set instance variable 'direction' to "left"

    + On right key pressed

    -> Player: set instance variable 'direction' to "right"

    + (negate) Player: is moving

    -> Player: set animation to "Stopped\" & Player.direction

    + Player: is moving

    + Player: speed < 20

    -> Player: set animation to "Walking\" & Player.direction

    + Player: is moving

    + Player: speed >= 20

    -> Player: set animation to "Running\" & Player.direction

    etc.

    To me this system seems just as capable, and a lot simpler both engine-side and for the user. What do you think?

  • esizing in the image editor after a sprite image has been saved once doesn't change the "Size" of the sprite

    This was by design, but I suppose it's better if it scales the object proportionally. Will add to the next build...

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  • <font size="6">Download Construct 2 public preview 45</font>

    Link to release 44

    New this build: an early version of the image editor! This is a joint effort between me and Davo so far.

    <img src="http://84.45.57.142/downloads/construct2/r45.png" height="452" width="532" border="0">

    It's not very far done, so first assume it does absolutely nothing at all. Now, here's what it can do:

    • Display the texture being edited.
    • Clear the image to all transparent.
    • Import and export image files in PNG, JPG, BMP, TIFF and GIF format. (Note there's a bug in Classic where it doesn't save alpha channels correctly - this is fixed in C2.) I recommend PNG for everything since it's got good lossless compression and alpha channel support!
    • Mirror and flip the image.
    • Crop away transparent edges. This always leaves a 1px transparent border around the image. This will ensure that older graphics cards and browsers which sometimes have "hard" texture edges show them softly still. (I just realised this is annoying for tiled background - I'll turn it off for tiled textures in the next build :P
    • Resize the image canvas. You can align the image top-left, center or have it stretch with the canvas.
    • Toggle the background brightness, in case you're viewing e.g. a white spot with alpha channel.

    That's it! No actual drawing tools yet. These are on the way, as well as support for animations. However, it's a bit quicker than launching an external editor, and hopefully should eliminate the "why is it launching Paint?" headaches.

    Since you can undo texture edits there's also an option to always save when you exit without prompting, to make working a bit faster. There's a checkbox for it in preferences, and in the prompt to save changes in the image editor itself.

    The image editor also uses an OpenGL renderer - watch out for graphics glitches, since this might trip up some drivers. (That can usually be coded around, though.)

    Changelog

    • [Feature] Picture editor
    • [Add] 'Always save' option for the image editor in Preferences.
    • [Change] Sprite: hot spot now defaults to centered, but rounded to the nearest whole pixel in its texture. This should correct some pixel-perfectness issues.
  • It's a huge amount of work (possibly well over a year) for a tiny tiny market.

    Your best bet is to contact the Wine folk and see if they can get C2 working with that.

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  • Yep, so long as you save an image to the temp filename before you click OK then Construct 2 will get it. The temp filenames are randomly generated and a bit complicated though.

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