psychoanima's Forum Posts

  • It still refuses to pick random instance in the function

  • sry for weird naming convention, I am naming most of it in my native language.

    EDIT: I upload another images / chunk for easier following

    final results should be: two different objects that are having same animation frame should overlap.

  • Unfortunately not working. I even extend the wait time and only thing I got is more instances on screen because group is closing after wait time, immediately after function

  • During debug process it goes this way:

    Inside group

    Events:

    - create instance, create instance, etc.

    - function -> Pick random instance, move it around

    - deactivate group

    in debug window it goes inside function, it circles Pick random instance but, it doesn't apply move action, and it exits from function and deactivates the group. Basically it acts like condition (Pick random instance) was not met.

  • On main event I create many instances of same object.

    I need a Function that will pick a random instance of that object and do something with it.

    If I just use condition Pick random instance inside that Function, nothing will happen. Does it mean that Pick random instance condition is working only at place where those instances are firstly created? (outside function in my case)

  • Hello,

    playing with the Timeline for a while and here are the things I feel missing so far:

    - scale properties. Width and Height is fine but many times I want to use bouncing ball effect (squash and stretch) on a different objects (different sizes) and the best way to do that is to animate scale x and y, cuz width and height keyframes will overwrite original dimension of bigger object during the animation - Animation based on scale properties is basically dimension independent.

    - seconds to frames. Like any animator I like to calculate frames not second while keyframing so it will be nice to have option to select target framerate in timeline properties and then to have in my timeline 25fps step for one second, or 30, or 60, whichever I select as a target framerate. Then step option will not be necessary, right now I am changing step to 0.04s to have 25frames/steps for a second in the timeline.

    Cheers!

  • Haha, that's a nice story how Tweening behaviour was born :)

    I will definitely stick to timelines, one of my fav features in C3

  • Thank you DiegoM for such a clear explanation. I played around with those options and they are working fantastic! I am really amazed.

    In your opinion, is there any reason to use Tween behavior over Timeline?

  • As an animator I have to say that I am quite impressed with Timeline capabilities. I am seeing a great potential of using this feature instead of tweening for some movements.

    However I have some questions.

    - Can timeline animation be used on objects with applied physics (for an example during some physics force to activate animation on that same object)

    - Can I transpose animation keyframes (relative position) on another object ?

    - If there are many instances of same object can I apply animation on all of them, with touch control for an example?

  • Thank you !

    I wasn't aware of this event condition, works like a charm!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If I have instances of same object stacked on top of each other, is it possible with touch command to select only instance that is at a very top (fully visible), not the whole stack?

  • Is this even possible, I can only see Set Instance action but doesn't seem to work on another objects (result mode is set to Relative).

  • Thanks for the example mrcgkh, solution looks quite interesting!

    However I manage to do this in a different way with very few steps

    On start of layout

    -create object spr_a

    -set animation frame spr_a to random (0, 15)

    Subevent

    While

    Array contains value in spr_01.animationFrame

    -set animation frame spr_a to random (0, 15)

    Trigger once

    -Array push back to Array on X axis

    So far works flawlessly!

    kudos to Ashley, Debug layout is one of the best I've seen, it's helping tremendously!

  • OK, I am doing something very wrong

    I have spr_a with 15 different animation frames that I want to spawn 15 times, each time with different animation frame (texture in my case)

    //create first object

    System/On Start of layout:

    -Create Object spr_a

    -Set animation frame to Random(0,14)

    -Array set value at 0 to spr_a.AnimationFrame

    //create second object

    System/On Start of layout:

    -Create Object spr_a

    -Set animation frame to Random(0,14)

    SUBEVENT

    System/For "sprite" from 0 to Array.Width

    System/ spr_a.animation frame = Array.At(loopindex("sprite"))

    Set animation frame to Random(0,14)

    now the problem is I have no idea how to go back to same subevent to check again if animation frames are different, and if different to do:

    Array/Push back last spr_a.AnimationFrame on x axis

    Maybe I am doing it all wrong from very start, I need your help to figure this visual logic out.

  • Thanks, I would like to use Arrays cuz I can use that stored values for further logic in my game.