fedca's Recent Forum Activity

  • I reported this month ago, this has been the answer:

    https://github.com/Scirra/Construct-3-bugs/issues/5303

    you can still fold/unfold them by double clicking

  • I think, this will be more confusing than helpful imo, as people will start to wrongly assume that this limits frame-rate.

    I like the way spine solves it better, for spine all animations are also running at infinite framerate, but they also display frames instead of seconds in the timeline to be in line with traditional animation, animation teaching and rescourcess like "the animator's survival kit".

    They have this timeline menu:

    the timeline FPS slider magnetizes to common rates like 12,24,30,60 and changes the playback speed so the markers match up with the selected FPS, but it doesn't change the keyframes, markers or frames per second that are displayed when playing it back.

    The timeline looks like this, marked by frames.

  • A lot of times services use a different player/player ui when playing uploaded gifs versus videos (for example twitter, discord and this forum)

    Even if both are videos behind the scenes, often the gif player is prefered.

    -Usually the "gif"-player auto plays, loops and isn't letterboxed.

    -Video players often require a click to play, have an intrusive ui (scrub-bar, set audio volume, set full screen) and are sometimes letterboxed.

    Though I agree that video formats are superior, often you still want to upload it as an gif (and have the website/app convert it) just to get the different player.

  • the large markers are seconds and small ones are tenth of seconds.

    how many frames there are in each second depends on the monitor framerate or the export setting. (the animation is interpolated/tweened, so frames in the sense of frame by frame animation doesn't make sense in this context)

    You would set the steps per second to something higher if you want to have a keyframe at a smaller interval or position that is offset from every tenth of a second for example.

    also good catch on the bug, probably best to report it properly here :)

    https://github.com/Scirra/Construct-3-bugs

  • the step is where the scrubbar and keyframes are positioned at/snap to.

    Like when you scrub the playhead it moves in steps based on that.

  • little example of a potential implementation, let me know if this works for you!

    https://drive.google.com/file/d/1_XYV6JVfk2AZEqSk0DruD98R7bOym2jo/view?usp=sharing

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  • construct.net/en/make-games/manuals/construct-3/plugin-reference/touch

    there is the expression touch.x(layer) touch.y(layer)

    Which basically does the canvasToLayer layerToCanvas for you.

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  • alright, thank you for the reply!

  • You have disabled all tile collision in the edgeBlocks tilemap, open this object in the tilemap bar, right-click and select enable all tile collision

  • With WebGPU coming soon and some discussions about limitations by webGL 1 compatability (for example https://www.construct.net/en/blogs/skymen-13/flexbox-weird-characters-1590) I started thinking that maybe the time is ripe for construct to start phasing out webGl 1 and start to implement features unique to webGL 2.

    Some data:

    • webGL 1 96.27% adoption
    • webGL 2 89.58% adoption
    • difference 6.69%

    (source: caniuse.com)

    So my question is how much do we gain by allowing webGL 2 features and how much do we lose by phasing out support for webGL 1.

    I personally don't have an answer to that questions, as I don't have enough insight into the limitations opposed by webGL 1 support and how constructs renderer works.

    Secondly with webGPU renderer coming for Construct as well at some point, how much would that implementation be held back by also needing to support webGL 1?

  • The new "just press space to play and stop the timeline" is awesome, but it creates some questions about overall play/pause and stop workflow.

    First I want to define the terms I'm using just to avoid confusion:

    -play: play from the play-head (red line)

    -pause (icon: two paralled vertical bars): pause the play-back of the timeline and place the play-head to that position

    -stop (icon: rectangle): stop the playback and place the red line to the point where the playback started.

    Currently pressing space plays and stops the timeline.

    But instead I would prefer this solution:

    Dynamic play button: when the timeline plays, the play button becomes a pause button (and vice versa).

    Pressing Space plays and pauses instead of stopping.

    The stop button still exists but uses another shortcut.

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fedca

Member since 6 Jul, 2017

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