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  • XHXIAIEIN - this thread is intended for feedback specific to Construct Animate - if you have suggestions that apply to Construct in general it would be best to file them as suggestions normally: construct3-21h2.ideas.aha.io

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  • You'd need to repeat all the properties for all possible objects that can be set as faces (e.g. sprite animations, Tiled Background offsets, etc.), including all the conditions/actions/expressions to access them, all of which duplicates all the existing features in the other objects. Which is why it's designed to just take them from a corresponding instance.

  • Currently you have to have one Sprite instance per 3D shape instance for it to work. Otherwise there's no way to specify what frame you want - 3D shape doesn't store any sprite properties (or tiled background properties) itself, so you need another instance to take the properties from.

  • So long as there's the same number of sprite and 3D shape instances, the engine pairs them up and applies each Sprite's properties to each 3D shape's face. Try it in a empty project and you'll see how it works: dropbox.com/s/3o3tr1i7f1d7601/sprite-3d-faces.c3p

  • Without knowing more, I would speculate that issues like this are graphics driver bugs on the device, which will affect all content running on the device no matter the technology involved. They can be nigh-on impossible to work around and only the device manufacturer can fix them.

  • Yep, you need both components to handle rotation, as well as to properly handle 3D views. (In fact for that you need three components, which the expressions in 3D Camera use.)

  • Add the sprite used for one of its faces to the layout and change its initial frame, and it should update all the 3D shapes.

    If you want an individual setting for each 3D shape, put the sprite used for one of its faces in a container with the 3D shape. Any time you change the Sprite's frame it will update the 3D shape too.

  • That should already be possible with the existing script interfaces.

  • Where possible, use the "Request project file" action to load project files. This lets you choose the file from a dropdown list and handles cross-platform quirks automatically for you.

    If you're using "Request URL" and entering the name of a project file, you'll need to enter it all in lowercase, as (for historical reasons) Construct lowercases all filenames on export, and platforms like Android are case sensitive.

  • One of Construct's aims is to help teach programming concepts, and reduce the gap to jumping to a real programming language. The right arrow → Number style is designed to be reminiscent of programming language syntax which in some languages uses a trailing -> type for the return type, e.g. fn is_divisible_by(lhs: u32, rhs: u32) -> bool in Rust. So the aim is to make this concept more familiar to people working in event sheets. The whole concept of functions is already modeled on the programming language concept, as are many other things about event sheets.

    I wasn't sure how best to convey "copy picked", especially as it is a concept unique to event sheets and therefore not something you can find examples of in other programming languages. I thought it would be better to show it than to not show it, as hidden properties that change how things work are often a source of frustration and confusion. Plain text seemed the least ambiguous thing to do. Maybe it could be different though? I'm not sure what would be best.

  • I'm not sure what exactly you would want to do with such an interface. What kind of manipulation or handling are you talking about?

  • We are reading all the feedback in this thread and we're still interested in hearing more. However much like the feature suggestion platform, it's challenging to deal with the volume and scope of comments. People sometimes suggest things encompassing year's worth of work. It can be difficult both for users, and even for us, to establish how long anything will take or how feasible it would be. Some things would take several weeks just to review, understand, design a plan for, and investigate the necessary technical work involved. Often what sounds like a throwaway remark or a "simple" feature can open up a whole load of unexpected challenges, raise the prospect of fundamental redesigns, or have complicated tradeoffs like simplifying one specific type of use while making another type of use more difficult. All this plus the fact we get huge amounts of feedback and have limited time makes it difficult to respond to every single comment. However we are reading and we are interested in more feedback.

    Just on drawing directly on the layout, I like the idea and I appreciate how it would be useful to animators who want quick results. However I think it would involve a fundamental reworking of the editor, which makes it difficult to act on. The Animations Editor is complex and has already had year's worth of development on it. It has loads of user interface sections that would be challenging to fit in to the existing interface without just making a complicated mess. It's also not clear to what extent its features apply to free-form drawing (what about frame-by-frame animations? what does cropping or resizing mean in a free form drawing? are collision polygons necessary to? etc. etc.) It would be good to discuss all this if we were building from the ground up. But the practical reality is we're working from the starting point of Construct 3. It would be much more feasible to think about how to make it easier to use what we've got. I know that imposes limitations, but meanwhile I've seen other animation tools that have nothing remotely sophisticated as Construct's Animation Editor for drawing and seem to rely largely on importing resources, let alone Construct's event sheets for interactivity or procedural logic. We're not trying to out-do Adobe Animate, just like Construct 3 isn't trying to out-do Unity. Our goal is to design something that is useful to at least some portion of the market, and I am confident we can do that, even if it doesn't do everything imaginable.

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Ashley

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