lucid's Forum Posts

  • most games don't have that type of accuracy when lining up animations going from one animation to another. most 2d games instantly begin the jumping/slipping/tooCloseToEdge animation regardless of the point in the running animation they are in.

    One exception is Prince of Persia, which ends up having a very different feel. A wolf should feel free, not stuck to a grid like prince of persia, and no player will be able to predict where in their wolves run they'll be when they reach an edge, and games are more fun when you can control them.   

    That being said, I do think it's worth it to take the time to make animations blend smoothly into eachother, if that's something you decide you want to do. but I think the animation should work around the gameplay, not the other way around. for example, it would be better to have an alternate stopping-near-the-edge animation that starts from a different foot, rather than the same jump or near fall on the edge would have a different outcome depending on the positions of the legs in the animation.

    Most of my personal projects in the past year or so have been experiments dealing with animation blending(albeit using bones, and specialized plugins), so it's an area of particular interest to me.   

    Also, I like the wolf sprite you have there. is that your own art? if so, would you mind linking an animated gif, or your da page?

  • thanks halabalussa and Steven

    I think steven, it makes more sense for it to work the way it does, so then you can have things happening during the transition, instead of an active previous layout, and a paused next layout. I changed your cap so it fades to the next color at start of layout to show an example of how to make this work for you.

    download here

    also in the cap is an example if you don't want something gradual like that, to simulate the start of layout coming after the transition, just replace:

    Start of Layout

    with:

    System:Compare Time:greater than or equal to:(length of transition),

    of course replacing (length of transition) with the actual length of the transition. probably best to set it to a global variable ('transitionlength'), so you only have to change it in one place.

    nilesh, I could not reproduce the crash.

    even when I used warpfade transition. please try the above file, and see if it crashes for you. the actual transition code is beyond the scope of my programming knowledge, but if this file doesn't crash for you, you can send me your cap, or narrow it down yourself, and see if it crashes only when a certain object is present, or when a certain behavior is on an object, or maybe only when you have certain actions on start of layout. just taking stuff out of your cap until it stops crashing. there is always a possibility I can find a problem that doesn't require an understanding of the actual transition code to fix.

  • can you make me a simple cap with just a transition on it. I'll have a quick look at the runtime code for transitions, and see if it's anything obvious. if it's a quick find/fix, I'll see what I can do.

    I tried adding a transition to a basic cap, and the only option it gave me was 'none'. i've never used transitions before

  • in non-python construct there is a 'python' expression

    load from the ini file in your cap

    ----Set Text to python(INI.CurrentItem)

    try it out, and post your cap if it doesn't work.

    it's seriously only a single command to do that, so it doesn't make sense to make a plugin

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • thanks firelight.

    also, small update: still working on integrating the ui with spriter. As I began testing it in Spriter, I found additional features that cannot wait for basic usability, like docking, and zooming into the timeline, a few others. just bear with me a little longer, this will be the largest update thus far.

  • this is a big one though. this is the end of the world that everyone was serious about when they were pretending to be serious about the other ones. this fake end of the world date has been a long time coming

  • a bill to undo the NDAA

    <img src="https://s3.amazonaws.com/s3.demandprogress.org/images/Obama.jpg" border="0">

  • no idea johnstiles76, it's been ready for building for a while now. I have asked ashley recently, and he says soon.

    but I think it's basically a matter of setting back c2 development to release this (ashley is the only one who can build it), plus any unforeseen problems that might require a rebuild. from what he's said, it isn't like a simple 'press a button and it's done' thing, like building a plugin.

    it requires significant enough time and effort that it takes time away from c2, so he's probably on a roll with c2 and is waiting to reach a good stopping point.

    but yeah....last time I asked, it was still 'soon'

  • I actually used to believe in this and about 400,000 other things that now seem ridiculous. oh dear i hope the Armageddon gods don't read this

  • Urled: I'm one of the developers of the next version. There's definitely another version coming. Ashley's been busy being the sole developer of c2, but building the next version is on his todo list.

  • CC is still being developed, albeit slowly by the community, but at this time, the only one of us who has Prof-uis to work on the editor portion, and probably the only one the skill to work on something like the installer hasn't been active on the dev side for a little while now that I know of. but contrary to popular conjecture, development has not been halted, and a new version with a changelog comparable in size to r1 is awaiting building.

  • interesting times indeed.

    and while I still have the freedom to say it without being detained indefinitely, Barack Obama has been a pathetic disappointment. I still haven't figured out if he's as evil as the rest, or just incompetent and spineless.

  • I have alot to say about this, but most of it isn't appropriate for this forum. the story speaks for itself:

    cbs

    infowars

    turns out, there may be some hope on the horizon that doesn't require a revolution:

    http://act.demandprogress.org/letter/ndaa_reversal/?akid=1107.92169.4gqP-e&rd=1&t=2

  • Personaly i think its a pile of sh*t, you cant even incorporate simple commands, all i wanna do is move a sprite 360 and rotate 360 on a second controller and there's no script for it !ice attitude. you don't use scripts in construct classic except for very specialized purposes as they aren't needed. Your "simple command"/"script" request aside from not making sense, sounds like a specific feature for YOUR game. this behavior wouldn't be built in. it would require you to learn how to use the software, and implement it in your own game. this would be true of any game creation tool, except maybe movesprite360rotate360onsecondcontrollermaker, but from what I heard that was never finished and they've scrapped the project.

    you need plugins just to use keyboard functions? what a pile of sh*t, and they say gamemaker's crap! you need plugins because construct is built to be extended with plugins. probably the most intelligent design for a generalized game building application.

    all of construct's runtime functionality is provided through plugins. For instance, the built-in Sprite plugin.   as for comparing the two, construct is more powerful, and easier to use, and doesn't require scripting to make games. I don't even think it's subjective which is "better"

    both of your comments were made out of ignorance of the platform...

    maybe posting questions in the help/tech support forum, or looking through some tutorials would be more useful than calling it a pile of [insert excrement synonym here] over and over all across the forums?

  • hmm..not sure.

    don't have time just now to hunt this down. I reverted it back to the previous version for this release. definitely don't want to delay it anymore than it already has