DiegoM's Forum Posts

  • I think the only way to make initial replays enticing is to add more content to each map. Like having small unique objectives, challenges, rewards or narrative bits that only happen the first few times you play a map.

    Otherwise it's asking the player to grind from the start, which some people enjoy. Most players will tend to try all the different things first and only when all options have been explored, settle on grinding.

  • Opacity tweening doesn't go through that part of the code.

    Either you are forgetting about something, or... there is an issue causing the code execution to go that way by mistake.

    Can you post your project so I can take a look?

  • That has to do with color interpolation, either from a tween or a timeline. That should help narrow it down.

    If you are able to reproduce the crash consistently, please file a bug report.

  • Currently it is not possible to modify a timeline at runtime.

  • Instead of showing the text right away, you can try pushing values into an array when a message is shown.

    Then at the end of the event sheet, you loop through the array showing all the messages neatly stacked, you would need multiple text instances to do this and a little calculation to figure out the position of each text instance.

    If you want to keep everything in the same text instance, you can loop the array and combine all the messages.

    Don't forget to clear the array after showing all the messages!

  • tarek2

    I found two problems, the first one is that those files are malformed JSON.

    	"frame-durations": [1, 2, 3, 4, ...]
    

    That is not valid JSON, I wrote it that way in the first post to imply that the array can have any number of elements. I'll update that to make sure it works in case someone else just copies and pastes it. You can see if there are any errors if you bring up the console, but I will add a more friendly error message in the next beta release.

    I also found a bug that was causing the "sort" and "order" properties of a configuration file higher up the folder structure to not be picked up by deeper folders. At the moment "sort" and "order" only work as expected if the configuration file is in the same folder as the files it is meant to affect. A fix for that will be on the next beta.

    Hopefully the next beta will be more useful than this one.

  • dop2000

    I have been wondering where I should draw the line for this feature. This was developed in response to a suggestion (which I can not find) and the original idea was to provide a more convenient way to import entire animations, that should have been it.

    Your suggestion will likely be the last thing I will implement for this feature. The only problem is that it's a little more involved than the last two things I added (and I still managed to completely botch that!)

    I really don't know when I will work on it, so I can't give any estimates. I do want to implement it because it seems like a good addition before shelving the whole thing, that is as much as I can say.

  • newt

    There won't be a .1 release to fix the Animations Editor issue. The fix will come in the next beta release.

    I know it sounds like a cop out, but that is the point of the quick beta release schedule.

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  • ninowebs

    A bug was introduced in this version which is causing most of the UI related to importing images files into the Animations editor to crash. The issue will be fixed for the next beta release.

    In the mean time you can still import images by dragging and dropping.

  • Let me update the first post with the new changes.

    Edit: Just updated the first post, let me know how it works for you.

  • It makes sense that if you pass 0 to the function it would do something strange.

    LoopIndex gives you a number as the loop moves from the start index to the end index.

    So in this case, if the start index = 0 and the end index = 0 - 1, then the for loop will be executed two times. The first time loopIndex will be 0 and the second time loopindex will be -1.

    If you plug those number in the calculation it is doing to place the bars, you will see it places the first one with no offset, and the second one to the left of the first.

    The function should have a special case for 0, so that it doesn't even go in the for loop and just exits early after destroying all the existing instances.

  • "Amount" is the function parameter for "CreateItems", function parameters look like local variables. You can try right clicking on top of the function and selecting "Add parameter" to see how adding more would look like.

    When the function is called, "theNumber" is passed in so then inside the function "Amount" takes that value. For this contrived example it wasn't really necessary, just using "theNumber" inside the funtion would have worked the same. If you try replacing "Amount" by the "theNumber" in the for loop, it should be the same.

    The reason I have the loop starting at 0 and ending at amount - 1, has to do with the calculation to position the items. I want the first LoopIndex to be 0, so the first item will not have any offset applied to it.

  • This is one way of doing it.

    dropbox.com/s/8u9ml9l2mld32pp/generateObjectsToMatchNumberCount.c3p

    The example doesn't do line breaks, so all the items are added in a single line, but it's a good starting point.

  • Look into the Set Instance action of the Timeline plugin.

    The Timeline Instances example project in the Start Page is a basic example of how to use the action to re-use a timeline animation with multiple different instances.

  • I think the issue is that the crouching animation is playing WHENEVER the arrow key is down and the uppercut, only when W is pressed.

    So what ends up happening is that the crouching animation is played, then for a brief moment an attempt is made to play the uppercut animation when W is pressed, but because the down arrow is continuously pressed, the crouching animation takes precedence.

    I think that you need to set a boolean variable when you press W to indicate that an attack has started and while that variable is true don't play the crouching animation, then it won't step over the uppercut one.

    You will need another event to know when the uppercut is complete, so you can reset the boolean and allow the crouching animation to play normally.