justifun
I get very confused what i'm doing with the whole edit mode on/off, remember / forget stuff.
My mind makes me think that any changes i make while edit mode is on, should be setting keyframes etc, but it only sometimes does? then i try and scrub my animation and it starts off at a different location to where I thought i set the keyframe? It feels very inconsistent.
I have found a couple of cases in which only a master keyframe (black dot) is created, with no related property keyframes (blue squares). This can be confusing, because the master keyframes by themselves don't have any information to do an animation.
And i can't set keyframes at frame 0 for some reason.
Every track in a timeline needs the first keyframe, you can't remove it, and you can't change it's time. The only way to change them is to update their values.
Enabling "edit mode" makes me think i should be able to edit the objects, but according to your description, turning it off afterwards reverts any changes you did. I don't follow.
I was wondering if the explanation was good, I guess it wasn't, I'll try again :P
"Edit Mode" allows you to make changes to the instances in the Layout without loosing their original state before entering "Edit Mode".
This way you can preview the animation and mess with positions, sizes and other properties while you are creating your keyframes for the animation, without worrying about loosing the initial state, which you might want to keep. Ej. You want all the instances in a specific place at the start of the layout, but you also want to move them around while you are creating the animation. "Edit Mode" solves this problem.
When you are done, turning "Edit Mode" off will revert all the changes as far as the layout is concerned, so you can continue working with the rest of the features of Construct normally.
The changes you made to the timeline you where working on will not be reverted though, all the keyframes remain there with their respective values.
I hope that makes more sense.
Also when you goto a keyframe that already exists, we are forced to use the "update keyframe" button instead of the "add keyframe" button, which its odd that its two different buttons, "set keyframe" on a keyframe that's already there should just update the keys.
This is a fair point. Under the hood these two are very different features, so it was natural to separate them. This is why we need user feedback, to notice this kind of things. I'll remember this one. I don't think is a deal breaker though.