LittleRocket's Forum Posts

  • 8 posts
  • Also if all the other body parts just follow the "body" sprite does it means that we can't share this "body" sprite between two characters?

    For example; if you have a character A,B,C,D,E,F with the same body sprite but different hand/leg sprites then you need to add multiple clones of "body sprites" in the project library for each character.

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  • If it's purely cosmetic and only affects the icon, it doesn't seem worth taking up all the space in the Project Bar with a new section just to show some new icons. I think it would be better to keep the user interface concise and streamlined.

    Ashley

    This is not just cosmetics. How would this situation work out:

    If I have a separate character "holder" (like in this ecample) then I can drag out the whole character fully assembled from the project bar right?

    But this is not the case if I drag out just the "body" from the project panel. In this case only the "body" sprite would appear? Or would all the rest of the body parts appear as well?

  • My advice is to check out how Prefabs work in Unity.

    I believe that's pretty much what we all want from this scene graph feature.

    In my opinion Construct 3 has an excellent pricing model. Think about how much you get for what you are paying. Look at it this way... If Construct 3 were to go away tomorrow... (God Forbid) Imagine how devastating that would be to you personally (for any midstream developments). I think it is worth at least twice what we are paying. It enables your dreams to come true. Amazing product. That is one of the reasons I add the #Construct3 tag to every tweet. The way we drive the price down in to HELP promote the product. Scarcity is our enemy in this case.

    I agree with this one. I wouldn't mind paying twice (even more) as much as currently if doing so would enable Scirra to support better integrations with analytics / measuring tools (Appflyer, Mixpanel) and ad networks (like AppLovin, Chartboost etc). Publishing your own games (or working with mobile game publishers) pretty much requires a solid support for these tools. This is one of the main reasons why Unity is so popular. Currently we are pretty much locked in to using Unity if we want to work with mobile game publishers.

    I believe that maintaining a solid analytics and monetisation support is a key element to get Construct to the next level. Unfortunately Construct currently lacks the resources for this. Oh, and Prefabs / Scene Graph is a must have as well. ;)

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  • Hi there, hope you are having a great day.

    I'm trying to animate an arm swinging motion for a character. Problem is that the arm goes the wrong way if I rotate it more than 180.

    - I could in some cases create a lot of keyframes (between swing start/end) and rotate angle a little bit in every keyframe, but that solution doesn't work for me here. I need the animation to be between two keyframes so I can apply a smooth easing motion between the start and the end frames.

    - I tried to use rotation behavior instead of angle, but it doesn't let you animate specific angles. It just uses speed to rotate.

    - I could add property -> instance variable in the timeline and then set angle in the event sheet. But this means I can't preview the animation in the timeline anymore. Also, I would have to do this every time I animate something rotating more than 180. So with a lot of animations it becomes a tedious process.

    I have this same problem happening in a few other animations as well.

    Is there a way to rotate more than 180? Is there something I don't understand here? Seems a pretty big problem from animators perspective.

    Thanks,

    Rocket

  • Hello Scirra Team,

    First of all, I want to say that C3 is a really wonderful tool and worth every penny.

    https://construct3.ideas.aha.io/ideas/C3-I-12

    In this feature request you responded that Scene Graph is a good idea. As we can see, it's one of the most requested features.

    Can you comment if you've had any further considerations about implementing this feature?

    Thanks,

    Rocket

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  • A quick update.

    I think the problem might be that I may have accidentally selected the black dot ("Master Keyframe") in the keyframe (above the properties in the timeline) when I tried to animate the object.

    When I select the object in the layout (so it turns green) and animate, everything seems to be saving like it should be.

    - - -

    I'm not 100% sure yet, so I will do a couple more tests. I'll post another update later today. If everything is OK, you can just delete / lock this topic.

  • Hi

    I have a question about the timeline feature.

    Problem

    I'm trying to make changes to keyframes in my animation. When hitting 'S' to save the changes, Construct only saves the changes for one property and ignores the rest. I'm making this topic because I'm not sure if this is a missing feature or am I just lost here myself.

    Problem Steps

    1. Make a simple sprite object and new timeline animation where you animate it.

    2. Do a simple 3 keyframe animation where you change Y, Width and Height properties.

    3. Now go back to the second or first keyframe and change the Y, Width and Height and placement of your object.

    4. Hit "S" to save your changes to keyframe. -> Only the Y property is saved.

    I can save Width and Height changes with right click, but only one at the time. This means that for example if I want to animate something squishing I would have to first animate width property, then save. Only after this I can then animate height property. I would assume there should be a way to save all the changes in the keyframe at once.

    So am I missing something here or what?

    - - -

    Thank You

    - -

  • 8 posts