kayin's Recent Forum Activity

  • I'd like to have the ability to choose an animation and it's frame during the whole bone thing and have it automatically advance frames to each keyframe. I'd also like this animation to show in the editor! This might also be in here (but it doesn't seem to work fo rme), but I'd like to to have the joint points to be moveable between frames. I could rotate them, but not move them. This would work in very nicely with the animation setup detailed above!

  • Hah, not exactly a difficult fix here. Blank layer on the bottom = Good enough temporary solutions!

    I got some comments on ways I think the bone editor could be improved I'll probably write up soon! It's very impressive, especially as a beta, but I think some changes would make it super mpressive! (or it's already super impressive and could be MEGA IMPRESSIVE? Who knows!)

    Good work, guys!

  • My request of "On button release" has successfully owned Cheez, who refused to be useful and request it himself (Since he said he shouldn't have to and doesn't really understand what "Beta" means ).

    Going to go play with bones. Merry Christmas!

    Edit: I also got an error with my game not displaying right anymore. It's layer related. Something about it reads one of the layers as not being real or something. If I delete a certain layer it fixes it, it seems. Not a problem for me, but I figure you guys might wanna look at that. I'll upload it sometime soon!

  • Okay thanks, that sounds good. The only problem I have with that (and there may be solutions already in place!) is that it seems as if it would be difficult to design an animation that you can only see correctly at runtime. Did he say anything else about that?

  • The thought of anything with a retarded name like 'anime studios' would be able to produce anything decent surprises the hell out of me. That second one looks great though.

    I already figure the bone stuff will be able to to do big, puppetted enemies, but how will the implementation effect say, the animation of the specific parts and different views of the parts?

    Say like a punch. Just standing with a straight, profile torso is fine, but someone like me would want the punch to have more life to it. Will I be able to have sprites for say, different positions of the torso so it can twist with things? I imagine I could do this one way or another, but will it be implemented to be done easily in the editor?

    I'm very interested in hearing how far this system can be pushed!

  • Awesome indeed. Now I won't have to worry about how to do giant Castlevania style giant "puppeteered" enemies. maybe this means I'll one day make a construct fighting game too, Rumbe Fish style. :3

  • Actually I was also just thinking that perrhaps something like "On key state change" would be cool and could be used to do it while being also very useful in it's own right.

  • I heard someone whine about no "on key release" Somewhere on IRC and they refused to actually bring it up here, so I will. I know theres ways around it, but it seems like one of those 'really should be there' features -- unless I'm missing something as usual.

  • Wait, theres a feature list for the next release and I missed it or something? D: wheres that hiding?

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  • Advanced platform movement is nice, yeah, but it's a community modification. I hope they paid that guy for saving their shitty platform implementation.

  • At least you default behavior works, which is better than MMF can claim.

  • Half the time when I make a feature request I actually expect someone to tell me what could be used that way. Hah, well thanks.

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kayin

Member since 2 Jun, 2008

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