brushfe's Recent Forum Activity

  • > Wait, I'm confused. Can't you do that with a boolean?

    > If true: do X, if not true: stop doing Y.

    > Am I missing something? I'm guessing I'm missing something.

    Yes but i was talking about the timer behavior where you have to stop each timer from an instance individually

    If you mean turning all of the actions in this screenshot into one "stop all timers" action, I would definitely vote for that!

  • I think what you (fairly) identified was that the problem of building a product for multiple audiences. Is Animate being designed for animators, or game designers? Some may say both. But the real issue with this is the question of choice.

    Every product asks to be chosen instead of the other options available to each audience. And when those audiences want and expect different things, with different (even competing) workflows, priorities, and language, the product either has to focus on one audience, or what they all have in common (which is usually very difficult).

    If clarity of purpose is the first step, the second step is superiority — offering something the other options don't, or don't offer well enough. We've seen that here: so much of the feedback has been to get Animate up to the basic standards of other animation software. Useful, but that only makes Animate just like all those other options. It doesn't give it anything above those expectations - a reason to choose it instead of what already exists. And there are some incredible options out there.

    It's not clear yet, to me, who Animate is designed for and what it has over their other options. But figuring out those two points is the first thing that should be sorted, before technical research and engineering begin. That vision is what defines the biggest features (are effects included or not?) and the smallest details (is it frames or steps?). I hope it's sorted, and just not been communicated.

    Personally, I don't think you need to be more patient - I think you're exactly the kind of user that would benefit from those points being answered. You've had given lots of amazing feedback, and more clarity would make that feedback even more useful.

  • Functions seem to have these extra labels on the sides now. I'm sure some users will appreciate them, but others (myself) find them unnecessary visual clutter.

    (They're also designed poorly IMO... one is in parentheses, the other isn't; one uses a symbol instead of the word 'return', the other uses words; one is in sentence-case, the other is lower-case.)

    In my case, I use comments and naming systems to organize functions. And the fewer words in event sheets the better. I realize this is a style thing, but it feels similar to the "Take a break every two hours" warning, which was also a style thing, so I thought I'd ask if it can be an option.

    (And apologies if this should go on the suggestion platform, it didn't seem a big enough request, but let me know if I should move it!)

  • The dark mode / night mode feature on the forums is fantastic, but it causes some shock when you navigate away from the forums in a dark environment.

    (Sections like the Tutorials, for example, are still white hot.)

    Is it possible to apply the dark mode setting to all of Construct.net?

  • Does it matter that you wrote positionToTile"X" twice in your code? Is the second one is supposed to be positionToTile"Y"?

  • This is tons of fun and full of charm! The writing and the art really make you want to take care of ol' Bob. Fantastic work!

  • (I'm not sure whether to post this on the Suggestion Platform or here, since it's a Timeline suggestion but Animate seems like it has its own suggestion platform here.)

    Can the timeline work in frames as well as time (or instead of time?)

    Games that have specific actions at specific sprite frames (fighting games, etc) and 8/16-bit sprite games would benefit greatly from building by frame vs 0.016 of a second. See attached for a quick example.

    Or is this is already possible and I've missed it?

    EDIT: On the topic, switching "Steps" to "Frames" would be a good idea, especially if you're getting into the animation world with the timeline.

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  • Hey, congratulations to you and the team! This was a ton of fun! And a particular shout-out to how well you balanced the difficulty. Every stage felt very well crafted, the progression of skills & tests was great, and the controls were tight. When I died, it never felt like the game's fault, which is a great sign of a fair challenge.

    That last room was a killer, too! But 355 seconds and 15 deaths later, I'm certainly looking for more. The only thing I'd suggest is looking at the separation between platforms and background; the grey-on-grey was tough sometimes, especially when you're concentrating - I was surprised to hit a few walls.

    Excellent job to you all!

  • One more suggestion similar to Tarek2's idea - I find the EasyStar behaviour is phenomenal for tile work, distance, etc. If you apply the behaviour to your tileset, you can use it to find a path between the origin and target tiles, and the calculate its length using the "PathLength" property. I think it uses the a* that WackyToaster mentioned, too.

    construct.net/en/forum/construct-2/addons-29/behavior-easystar-js-96215

  • There's a property in the Tilemap called "PositionToTile". Check out the Tilemap entry in the manual, there's all kinds of important techniques you can use to go back and forth between Layout and Tilemap coordinates.

    In your screenshot, if you use:

    Tilemap.PositionToTileX(Player.X)

    Tilemap.PositionToTileY(Player.Y)

    That will use the Tilemap tile XY instead of the Player's layout XY.

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  • This looks like it has a lot of promise! I hope you continue working on it.

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brushfe

Member since 21 Jul, 2013

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