TMSBK's Recent Forum Activity

  • I see now, thanks for the advice/reaction! :)

  • Hey guys!

    Is there any way, to auto draw the tiles in a layout if I have all the information in a JSON file? Like where to draw in the layout, the position of the tiles in the tilemap, etc.

    Thanks!

    Tamás

  • Hey winkr7!

    Thanks, it got a little better (I had pixel rounding), but it doesn't solved the issue. I still have to use really specific values :/

    Thanks!

    Tamás

  • Hey guys!

    I'm using small sprites (like 16x16 px) and small viewport size (like 426 x 240), and it looks a little fragile if I want to move the sprites smoothly.

    Like if I don't choose really specific numbers for max speed at platform behaviour (like 120 or 180), the sprites become pretty shaky. The parallax layers do the same. If I don't choose specific percentages, or I choose really small percentages, the sprites become shaky on those layers.

    Any advice, or best approach?

    Originally I used bigger sprites/viewport size and I haven't really encountered this problem.

    Thanks!

    Tamás

  • Thanks for the reply!

    My goal is to pause the timeline, if someone speaks in the given "scene". For that, I'm using the keyframe tag option. It works like a charm. In that moment, I show the user some text, and I want some action from the user, to resume the timeline. I want to give enough time, to read it. And for resuming the timeline, I have to identify it somehow. My process now is when I start playing the timeline, I give a tag for it, and I store that tag in a global variable. After the timeline reaches the keyframe where someone starts to speak, I pause the timeline, and in a key pressed event, I resume it with the timeline tag, what I gave it before. After the timeline completes, I clear the global variable.

    My original problem was that I didn't understood what tag the resume method needs. But it works now :)

  • I think I have the correct solution.

    The pause/resume etc. timeline tag is not a keyframe tag. When I play a timeline, I can flag it with a tag on the timeline play modal, and the pause/resume method needs this tag.

  • I realized, that I didn't wrote down the whole problem with that falsy state change :)

    So after fading in, I have that "Fade out" state, and not "Done". The problem with that, if I try to fade out the sprite again, it changes to "Done", and the image doesn't fade out, just changes its opacity to 0 immediately. I guess because there is a gap between states(?)

    I try to toggle this feature, so I never destory the sprite. On the first fading out, I get the "Done" state, and the sprite still exists, only the opacity value is 0. After fading in, I get this "Fade out" state, and after that, fading out always happen instantly.

  • Hi!

    I try to pause/resume a timeline on a key pressed event, but I have some troubles with timeline selection..

    My goal is to tagging master keyframes with the "pause" tag (where the timeline stops), and resume it with a key press.

    The issue is that when I try to select the timeline by this tag, it doesn't find it.

    If I'm using pause without tag, it's working, cause I selected the timeline with the "on keyframe reached" event, but I can't resume it, because I don't know how to select it. Any idea to solve this? Thank you!

    Not working:

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  • Thank you, I think I will

  • Thanks for the reply!

    You're right, I didn't gave the whole scope for the issue. Here is a better view of the events:

    It doesn't run on every tick, just on a key pressed event. I checked, it runs only one time, and in the debug mode I cleary see, that the issue occurs only in "Fade in" mode. In that case, the fade is never reaching the "Done" phase. In "Fade out" mode, everything is fine.

    In the picture, I changed the Fade behaviour to Tween. In that way, it works perfectly.

  • Well.. It's working quite good I think :) The only problem is that I have to be really specific with everything. Like if I want to move a character from A point to B, I have to flag a bunch of keyframes with animation names. Turn right, then idle, then walk, then idle again, etc. But I accept it, because there will be cases, where I want to move the character with idle animation, (for example the character stands on a moving object) and I'm pretty sure that there will be other cases, where the character movement and the animation will not have some "obvious relation". But yeah, I was also surprised that I had to implement some custom solution for that.

  • Hey everybody!

    I have a problem with toggling the fade behaviour..

    If I fade out a sprite, everything goes well, but if I'm fading in, the stage of the fading changes from "Fade in", to "Fade out", and never goes to "Done".

    Any idea what am I doing wrong?

    Thank you!

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TMSBK

Member since 12 Dec, 2021

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