lunarray's Forum Posts

  • marcelokohl

    It can be done by setting the target property to "400, 0" (to tween only x, 400 pixel right) and setting the target mode to relative.

    If you want to tween only Y, 100 pixel up, you can set target property to "0, -100" and set the target mode to relative.

    If you need absolute coordinate (i.e: move sprite to Y: 340, regardless of current Y), that would be a little trickier. You can use this in the event sheet:

    Event: On Sprite created

    Action: Set Target, target is Y (Absolute), and set value to 340

    Action: Set Target, target is X (Relative), and set value to 0

    However, I think I will reconsider adding that 'only X' and 'only Y' to tweened property, along with ping pong play mode due to alot of demand.

  • icepam

    This is the example of using value tween to control SpriteFont scale

    Example

  • AarongamerX:

    That example is based on the first version of LiteTween, so even if I post the capx here, you won't be able to use it. I made another capx which is kinda the same with that one. And thanks to that I managed to find another bugs that appeared due to a recent change in it.

    Apple Stretch

    Wertle, clrammer

    Please update the LiteTween, that latest change cause all OnEnd on all LiteTween to always fire when one OnEnd happened. And height tween accepts parameter in form x,y (which should be y only).

  • clrammer

    Oh didn't notice that bug earlier, just fixed it. Can you try downloading again and test it?

    LiteTween

  • Wertle:

    Ah yes, it was my bad, forgot to change the height portion of the code for the tween :( I think this one fixed it, I fixed the litetween to the latest version, can you try it again?

    updated

    PS: also fixed the Target property

  • clrammer

    I know how inconvenient it is for doing things like that, but that is kinda how we should do thing in C2.

    The very first version of LiteTween accepts multiple tween on one behavior, like you can put 'PosTweenA' as tween name and it'll trigger correct OnEnd event respectively. It is neat and I personally liked it, but turns out that it is not easy to grasp that concept to some and it introduces 'hidden properties'. What I mean by hidden properties is those properties you can't see on design sheet, it will be modified on runtime (not very user friendly for artists usually). So the final decision is removing that 'complexity' and let C2 handles that for us.

    I personally do not know the impact or overhead on performance of having so many behaviour on one object.

    How about using a state machine behavior to control the tween, and put relevant code bout it in a code group (to keep event sheet tidy)?

  • jayderyu:

    Okie, already updated the litetween with that suggestion. Also removed a stray 'console.log' which make it unable to run on a version of internet explorer.

    Rhindon:

    I made a simple manual for you

    Manual PDF

  • Manual seems like alot of work to do :o, but I'll see if I can write one.

  • Hi ghost,

    By removing the old one, did you mean Easetween? I think you can delete the specific behavior folder (in this case lunarray.tween) in the program files behavior folder and in C:\Users\<username>\AppData\Roaming\Construct2\behaviors

    And about compressor, the strange thing is that I can minify any projects with litetween just fine here. I'm really not sure if this is litetween's fault.

  • Whiteclaws

    Sorry I missed your post.

    1. Yes, Create/Initialize will override plugin edittime settings

    2. About autostart, it will not autostart, except if it is on the onCreate and you set autostart to yes. You can use start tween action just below the create/initialize to make sure it runs though.

  • gamma, strange, I tried it with many sprites, but can't seem to reproduce the problem you said. It should be that tween automatically disables when it stops...

  • Could you give me capx? :o Sorry for not answering quickly. I'm on a trip for summer vacation right now, will surely look at it later on after i got back.

    CreativeSpark

    I guess I'll write a summary about difference between compromise and enforce. Maybe this should be on the main post.

    Compromise: It will try to automatically adjust position, angle etc, honoring other behaviour and commands. So, you can put sine and tween x and they'll work together without problem.

    Enforce: It will not honor other behaviour or commands. If you put both sine and tween x together, it will not work like what you expect. There are reasons why this mode exists, but i forgot what is it :o.

    If you're not sure, just use compromise. And you can download the example on the main post, there is an example there.

  • chasethomas

    There are two ways of doing that.

    1. Pin all the sprites to one invisible sprite using the pin behavior. Then we tween the invisible sprite instead. (similar technique to one big MC)

    2. Use the combination of Pick by UID and For each sprite and tween them using it. (similar to doing for in an array and tween them one by one)

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • blackhornet

    Oh, that can be done with the current LiteTween without any tweak, if you want to tween only X, you set the Y to 0 (relative). And don't forget to set it to compromise mode.

    Is it something like this?

    Shark CAPX

  • KPS

    That car is not done using tween, it is done using Physics. The car itself is a compound object of two wheel, two axle and a body. While the other objects are simply normal physics object.

    As far as I know, physics official plugin didn't have motor objects and prismatic joint yet (you need it to spin the wheel, attaching it to cars etc). I'll see what I can do, but maybe this question is much more suitable for the "How do I?" forum.