DiegoM's Recent Forum Activity

  • The Animations editor already supports bulk importing.

    construct.net/en/make-games/manuals/construct-3/interface/animations-editor

    The basic use case is just being able to drop a folder or a zip file onto the animations pane and have an animation created. The animation is named after the folder or zip file.

    For more complex use cases, the importer supports placing a configuration file next to the files. The configuration file is a JSON file which can include several settings to be applied on the created animations.

    I haven't tried it myself, but it should be relatively easy to have Aseprite (or any other program that supports some kind of scripting) to package all the files together in a way C3 will understand.

  • You can open and close all the bars from the main menu.

    Menu -> View -> Bars -> Tilemap bar

  • This happens when you open the latest beta and then go back to using the stable version. The latest betas are adding a little bit of extra information to the Animations editor save state. Older versions don't understand that, and crash when they try to load it.

    Clearing the browser cache works because it allows C3 to start from scratch again.

    Since most of the user base only uses stable versions, most people aren't seeing this problem.

  • This issue has been mentioned before, but we haven't been able to figure out what the problem is. On top of that it doesn't seem to affect a lot of people so it's harder to find out what the problem might be.

    I mentioned Firefox as a workaround, because we are not really sure how to fix this one, mainly because we haven't been able to reproduce it ourselves.

  • Have you tried using a different browser? Firefox would be a good try, as it is completely different from Chrome. Other browsers, like Edge or Opera might run into the same problem as they use the Chromium engine under the hood, which makes them pretty much identical to Chrome.

  • Do you have any browser extensions installed? If so, you can try disabling them all to see if the problem stops happening.

    If that works, you can try disabling them one at a time to figure out which one is causing problems.

  • Yeah sure, you can send it to diegodds@scirra.com

  • Can you share your example project?

    Maybe there are some performance improvements that can be done on Construct's side.

  • The position of the tiles in the brush tileset is not indicative of what the auto tiling will do. That's just the place each tile needs to have so the algorithm works.

    The tiles are chosen such that the outer region of the drawn tiles always have the "grass" part and any inner part has "water".

    Notice that whenever a tile is placed on the tilemap, all edges of the tile which have an adjacent space which is an empty tile, end up being some form of "grass" while any inner space is "water".

    Ej 1. A single tile with 8 empty tiles around it will always be tile "8". All "grass" in the edges and "water" in the middle.

    Ej 2. A single tile with 8 drawn tiles around it will always be tile "64". All "water" no "grass".

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  • Since this was a very simple fix, it will go out in the next beta.

  • Just took a look and the system timescale is applied to the main delta time of the runtime to calculate the playback speed of a timeline.

    The problem with that is the the runtime delta time already has the time scale applied to it by the time it is used by a timeline, so it's using a value that is multiplied twice by the current timescale.

  • With the conditions available right now, if you use unique tags, you can use the On tagged node change trigger and perform your actions or functions when a specific node is reached.

    You can also use the On any node change trigger coupled with the GetCurrentNodeTag expression to achieve the same effect.

    Even though the current feature set is pretty bare bones, most of the things suggested up until now, can already be achieved.

    Whatever method you choose to determine what node has been reached on a trigger, it is reasonable to have a unique event sheet that just checks which node has been reached and depending on that execute additional conditions and actions.

    On a different note, there is a feature which the current example doesn't explore. The Flowchart Controller plugin is not single global, that means it can be added to a container, that means you can have unique flowcharts instances for a bunch of instances and manage them relatively easily. I was thinking of creating a different example showing a possible way to use that.

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DiegoM

Member since 24 Apr, 2015

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