hcatarrunas's Forum Posts

  • I guess i can see how you could look at it that way.

    I did leave the print showing the standard way that was recommended and only asked for Ashley approval of the process because i had previously seen doop2000 mention to use two stop loops for something i read like it would answer my question

    construct.net/en/forum/construct-3/how-do-i-8/stop-nested-loops-163291

    I did try that and then posted my question. (i'm guessing he was probably thinking of this approach from Tarek2 using some variable to trigger the second stop loop)

    As someone who has used plenty of other software's at work since 2002, i'm very familiar with general practices that end up becoming standard solutions but aren't actually the expected way to use the software.

    And i just wanted to make sure i ended the post with the best answer for new users that would find it when looking for something similar.

  • I'll leave an image of tarek2 answer to stop the loop. (in case the files disappear)

    Leave an Ashley ping in case he has the time to give a thumbs up/down for the practice.

  • Like i mentioned on previous post i considered what construct was doing and ended up with this code to detect the four corners of the shape on the Drawingcanvas, resize the sprite and place it over.

    It still feels like a bug not stopping both loops, but i'll take it :p

  • When you use the "stop the Loop" it will stop the loop on that current scope so because the "CheckY" loop is the bottom one is the one that stops.

    To avoid this I like to split them into two nested loops so you can stop them independently. To stop the top "CheckX" loop I use a boolean or variable.

    Here is an example:

    https://www.dropbox.com/s/vlfct3k6wpvaxwi/CanvasFindPixel2.c3p?dl=0

    Thanks, it seems a bit convoluted way to stop the top loop, but it does work ok.

    I had seen posts with ashley mentioning to leave the loops on same event for nesting, and another post where dop2000 mentioned two stops would work to stop both loops so i was a bit confused.

    I was trying to detect the red shape dimensions and add a clickable sprite over it, so i'll take the "buggy" behavior like posted below.

  • What is the correct way to stop the first loop when using nested loops?

    I've tried using two stops (in the same event and separated with one in sub event)

    But it always stops the bottom loop and goes through the top loop while finding red.

    Ex. here i would expect it to stop X= 32 Y=0 (first red pixel) but it goes on till the last red pixel.

    c3p file at

    github.com/hcatarrunas/HCG/blob/master/ConstructFiles/CanvasFindPixel.c3p

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  • hcatarrunas

    Scoremonger

    The idea behind not highlighting is that in the case the replica is using it's own value, then nothing unusual is happening, it's just the normal behaviour.

    Lets say a user is having a problem with one replica (ex. going back to a project after a few months or picking up something someone else made).

    This color highlight would help to quickly see if anything is "manual" on a selection (compared to the normal grey space) and then click another replica to check, or start editing what was changed when the replica is found.

  • "If a replica is modified individually, the affected property will stop taking the value from the template and instead will take the value from the replica itself. To indicate this, the property will no longer be highlighted."

    From a user perspective i would suggest having modified fields also have their color modified.

    I understand not wanting to have a rainbow of colors, but it this case having the color distinction instead of the regular grey should help users.

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  • Now that i can copy the timeline (an intro in my case) i was trying to make it so people who liked it could copy it to their project and have it adapt to the project size/orientation.

    But it seems there isn't any way to put something like "LayoutWidth/2" as a keyframe value? (to make piggy run to middle of the screen for example)

    For anyone that would like to give a try my c3p files can be downloaded at:

    github.com/hcatarrunas/HCG/tree/master/ConstructFiles/Intros

    link for video preview:

    user-images.githubusercontent.com/32906971/150142476-9d947f2b-eb61-4521-9e2a-015d184833f1.mp4

    I'll leave here my current feedback after trying again timelines to see the recent changes.

    - Audio seems to be ok.

    - Copying is still a bit inconvenient but i think i found the steps to allow it. Copy layout,, copy timeline (delete duplicated sprites), copy eventsheet for layout. Hopefully we'll get to a place where copying layout can copy everything related (or at least ask if we want eventsheet and related objects).

  • Has someone who used mainly adobe products i've create some notes i'll leave here that might help some other users who are trying C3 and are a little lost on how to do the "simple things".

    Animate object (manual):

    Expected - click object in layout, create keyframe for start, navigate timeline, move object to desired position (creates/updates keyframes), repeat as needed.

    C3 steps - add instance of object to timeline, add object X and object Y, enter editing mode, create keyframe for X and/or Y and update value, create more keyframes and update values.

    Similar steps for common properties like: size, opacity, color, angle, etc. Import object add the properties and then change them in keyframes on the property layer.

    Add audio:

    Expected - choose a timeline location, create keyframe chose to add audio and set type of playback (start, stop, stream) and any effects (channels, fades)

    C3 steps - currently the audio é placed at the start of the timeline (can be delayed with the "start offset"), and is a "event/start" mode. (no stop or stream in timeline for now)

    You can add a tag to the audio and then use regular audio events to modify it.

    Animate object (code):

    Expected - create keyframes (object layer or empty layer), write code for object x and y movement

    C3 steps - (currently there is no "event sheet" per keyframe to set code to be run at that point, could use the variable trick below to trigger event blocks)

    Preview timeline:

    Expected - drag along the timeline and preview the objects changes on the layout (always previews, onion skinning on/off to help distingsh animated objects)

    C3 steps - enter edit mode, hold ctrl, then dragging along the timeline will preview the objects changes on the layout (only previews in this steps, no visual guide of animated objects)

    General notes

    I find it easier to create a keyframe anywhere on the timeline (so a random time) and then change in it's properties to the correct time.

    If you have a list of keyframes planned, you can create everyone close to start and then edit them to the correct times.

    Haven't found a use for value tracks yet, especially since there doesn't seem to be a way to preview the value on the timeline. (even if you add a keyframe between two valued keyframes)

    You can zoom below scale 1 in the timeline using ctrl + mouse scroll wheel

    You can add variables to you objects, "animate" the values on timeline, and then use them on your events.

    This was how i "animated" object effect parameters on my intro tests. youtube.com/watch

  • Sorry for not responding earlier, I took last week off.

    No problem i also got dragooned by family to help with olive picking and laser cutting a new door sign for my parents, so didn't have much time for C3 hobby :p

    I agree this would be a good addition to the actions available to the Timeline plugin.

    Hopefully you'll consider adding the option to start audio in current keyframe (applying the current "start offset" with the current timeline time)

    The audio tag property that you can set in the editor is only useful to be able to use the Audio plugin's actions and conditions with audio that is played from a timeline. In this particular case it will make no difference if it is set or not.

    Can you share a project that shows how you are trying to use the feature? That will be useful to iron out these issues.

    I've been trying to reproduce in C3 what we used to do in the company in flash for kids animations/activities.

    In this case having a short story text (ex. three little pigs) and then having each paragraph highlight with the audio, and some images at some points.

    - No difficulty with current timeline if it plays start to finish.

    - when trying to use buttons to navigate paragraphs i ran into the pause/resume problem in audio.

    - haven't found a way to detect the location a user clicks in a text box (letter/word/paragraph), so that kind of navigation will probably have to be abandoned. (at least in a full dynamic text load like we used to do).

  • Just out of curiosity is anyone else trying the timelines with audio?

  • Bump post

    Hopefully someone can say if i'm interpreting things right/wrong.

    If i haven't missed anything i'll just look at using an event system this weekend.

  • Was hoping that someone might guide me on how to make an audio "update/stream" when a timeline jumps to a Tag/Keyframe.

    I'm basically trying to sync audio and text paragraphs.

    It works fine in a sequential manner but when i try to navigate what i'm seeing:

    - play timeline/audio

    - click to jump to Tag/Keyframe (timeline updates/audio pauses)

    - click to resume timeline (timeline plays but audio resumes where it paused)

    Would have liked if

    - click to resume timeline (timeline plays and audio jumps/plays at the Tag/Keyframe audio runtime)

    Similar to flash/animate audio "stream" option.

    I also believe there is no way to goto and play a Tag/keyframe of a timeline? (instead of the two steps asking to go and then asking to play)

    I also tried to manually set the audio tag after navigating the timeline but it didn't seem to work. (basically had no audio/it stopped so maybe something wrong)

    Tagged:

  • > Have you tried to edit the image in an image editor (ex. photoshop) and change the dpi from 300 to 72 while keeping the dimensions?

    I already did this with Illustrator, it ends with a lower quality like, you know, pixellised :/

    I meant:

    » open the exported Illustrator 300dpi image in photoshop,

    » Go to change image size,

    » write down original width and height,

    » change de dpi to 72 (it will change the image width and height)

    » change image width and height to the original values and apply

    Save the image and try that in construct.

    You are only changing the interpreted dpi for the image, not scaling it from 300 (usually for print) to 72 (usually for screen).