lunarray's Forum Posts

  • newt, Sorry for the inconvenience, was changing alot of things, wasn't sure which case was broken with each successive 'patches'. :(

    Thank you very much for helping by testing this behavior... :)

    I think this one fixed it.

    PS: The speedup that happened when we drag the sprite in midtween was caused by a side effect that the behavior tried to keep the end time consistent with the start time. If you don't like that, I think you could put stop (at current position) action onDragStart.

  • Updated to 1.5.1, added tween target to object... Please tell me if you found any bug

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  • newt

    Tried it on my side, I think it's either a C2 bug or a breaking change, that IID is 0 until the end of event sheet :(, I found a solution which is putting Wait 0 secs before getting up the IID. As we know it, putting Wait 0 will make subsequent action call postponed until the end of the sheet.

    dl.dropbox.com/u/55358831/helping/r103easetweenpickindexiidbug.capx

  • zerratar

    I have some problem, I tried to download the SpricerBeta mentioned on the youtube link but it seems like are its either down or the file has been removed... >.<

  • blackhornet, I forgot to remove all the debugging yadda yadda, should be fixed, can you try again?

  • EaseTween version 1.5 (experimental)

    There're alot of changes I made since 1.4.

    One of my concern for easeTween is that several action and combination of parameter behaves very strangely.

    One example would be 1.4 reverse action.

    People would expect that reverse action plays the animation backward, no matter when you called it. However in 1.4 it only play the tween in reverse if you already played the animation once. The progress expression also became really messy...

    That's only one example. There are alot more annoyances like:

    • What'll happen if I play the tween multiple time?

       in 1.4: If the tween is playing, the play action will be ignored

       in 1.5: Same as 1.4, but you can now force play it to change direction midtween

    • Sometimes, changing the parameter of the tween using action needs alot of action

       in 1.4: In the worst case, you need 8 action

       in 1.5: There's a 'Parameter Set' action, you can change all 8 parameter with one action

    • We can't control where the position/angle/anything will end up if we stop it in midtween

       in 1.5: You can stop it in the current position, reset it back or put it on the tween target

    • What exactly is reverse action ?

       in 1.4: It is used to rewind the already played tween

       in 1.5: Play the animation in reverse

    • Alot more, especially with relative and absolute introduced back in 1.4

    I think it is also time to explain things like:

    - The difference between all play mode

           loop: play, rewind, play, rewind, loop to infinity

           repeat: play, play, play, loop to infinity

           play once: play

           ping pong: play, reverse, play, reverse, loop to infinity

           ping pong once: play, reverse

    - How relative works in tweened property (in 1.5):

           Position: Change the position force set to the initial position then tween to initial+target position.

           Size: Change the size, force set to the initial ratio, then tween to initial*target ratio.

           Size Pixel: Change the size, from initial pixel size to initial+target size.

           Opacity: Change the size, from initial opacity to initial+target opacity.

           Angle: Change the angle, from initial angle to initial+target angle.

       - How does 'current' keyword works?

           If you enter current in initial, it will use current position/angle/whatever.

           For now, setting the current in target still need some works, I haven't tested it yet.

       - Group tween is introduced in 1.5:

           You can now put several object in a tween group. To use it,

            1. Set the objects tween group on the property

                (you can set different tweens and different objects to same group, so that they played at the same time)

            2. The group progress condition is used to track the group progress.

                The group progress is the slowest progress of all the tween in the group.

                If you have two object A and B, with different duration, the one with the biggest duration is the group progress.

                note: There are no onGroupTweenEnd yet, I may or may not add it in the future.

            3. Use Group Playback actions to control it

    added: group tween feature

    added: force reverse, force start

    added: smoothstep easing function

    added: parameter set action

    I still keep the 1.4 version in the download link until the 1.5 became more stable.

    I am still thinking of a good way to add real tween group and queue so we only need one easetween behavior per object to tween several property at once.

    Please notify me if there're any bugs...

    I don't know if this is useful or not, but i think this capx could be use as a reference to test various tween mode

    Tween tester

  • Ah, yes :< I was too hasty to think that it'll work just fine, I uploaded another fix now... Hopefully there won't be any more bug >.<

  • RikuChunsa

    Thanks for telling me, I uploaded the new version with the bug fix... :>

  • newt

    Okay, thanks for the suggestion, I already uploaded the new version now, anyway if it has any bugs please do tell me... :)

  • Already updated the plugin to bring back the 'absolute' mode. And as for enabling the initial and target to accept variable, I don't know how to do that (guess I need help from more experienced plugin/behavior developer for that), so, I make a new action SetInitialX, SetInitialY, SetTargetX and SetTargetY...

  • Ah sorry for the late reply, I got many things happening irl >.< thank you for all the input, I will try to fix it soon...

  • newt

    Ah yes sorry, silly typo on my side. It should be 'this.initiating' instead of 'this.initial'. It should be fixed now. Thanks for pointing it out.

  • vtrix I forgot to answer about opacity fade to 0, don't forget that target is relative. Therefore to fade an object from 100 opacity to 0 you have to use -100 as target...

  • I see. Have you tried using "Trigger once while true" condition? I could make it respond to Start action only once, but then, it will not be very flexible. For example, you make it ping pong everytime a mouse click, but it will only respond once...

  • vtrix

    I hope I didn't misunderstand what you mean now..

    You want to create a button that's when a mouse is hovering on it, a tween is played, but when that mouse cursor leaves the certain object, the tween is played backward.

    One of the main confusion I got when making that is that there are no onMouseLeave and onMouseEnter on scirra -_- (have to code it on your own for every button). Mouse on object will continuously call EaseTween.Start, making the object bigger and bigger as long as the mouse is over it. Trigger once while true could helps, but it's still painful to make that.

    So, I modified the plugin and make play and stop, which is basically a version of play once that will not respond to subsequent start call. I cannot modify the original play once action since some people would use that to make dash, etc. It will be terrible if they can't dash after dashing once.

    I also make reverse action which will rewind a tween.

    That thing aside, this is the new behavior and looping button. I hope this is the one you need.

    Looping Button

    EaseTween 1.3.3