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  • alright, thank you for the reply!

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  • 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.

  • the platform is still used by Scirra, just last week we got slide along solids for 8-directon which was a highly voted feature on the platform. Shortly before that we got a first implementation of templates which is the highest voted request on the platform and still in further development. (smaller request like enable/disable editor toggles for effects have been added as well)

    So The platform is definitly still actively used.

    But I agree, it's weird that we haven't got a 22h1 or 22h2 platform yet.

    Currently the platform is a bit bloated with multiple similar suggenstion, things that are out of date or features that already exist.

  • There also is this Website by the Construct Community where you could submit your game.

    https://www.madewithconstruct.com/

  • There has been a few suggestions talking about mesh distortion in the timeline, this is a common feature in other animation software and would be very powerful.

    But sadly there is one big concern, that needs to be adressed, before adding it to the timeline would even make sense to me.

    Construct currently draws tris instead of quads

    this leads to the texture looking off in a lot of cases, this is very undesirable as the usage of mesh deformation in the timeline would mostly be for visuals. (even the advertised examples by construct for using mesh don't work well for that reason, unless you want your textures to look terrible.)

    This problem would be fixed if the drawQuads method would be used instead

    Example to visualize the problem, if it's still not clear I can add more examples.

    You might argue, just add more points, but this would be bad for performance as well as would make it insanely difficult to edit and place the points.

    If tris need to stay we would need a way to add edges to the mesh in user defined placed (look at spine) so we have control over where the edges are and with it where the mesh should bend. Currently we can only place them in a perfect grid.

    http://de.esotericsoftware.com/spine-meshes

    But for transforming a grid quads are the better solution.

  • No, you would need to create all the systems, like a different view per eye yourself (Construct only renders one camera view out of the box)

    Though it is possible it is definitely not effective or seamless.

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  • In my first post I suggested integrating the ease editor more closely into the Timeline ui, this would make adding and adjusting eases as well as visualizing ease presets much easier.

    Also from the CC discord I know that people tend to not even know custom eases exist, as it is fairly hidden in the Project bar. (not being aware of custom eases would still be a problem with the suggestion, if the user is only using tweens. So for tweens there might be another solution needed)

    Suggestion one: it is added to the Timeline as well as Keyframe properties. The ease editor would also preview the selected ease preset, but if you try to change a preset it would prompt you to (or automatically) create a custom ease.

    visualization:

    Suggestion two: same as above, but docked to the right of the timeline.

    visualization: this is an example from Rive, with their very clean timeline. (this would me my favorite implementation)

    Third option, Even though I am personally not a fan of it, I wanted to add it for completion as someone on Discord suggested it. This solution adds the eases into the Timeline itself, this might be great for eases flowing into each other, but leads to a very messy timeline that required alot of vertical space.

    this example is from blender I think:

  • Another timeline QOL improvement, currently the scrub-bar is draggable, this leads to the user not being able to select keyframes that are under it. Because the scrub-bar jumps to the keyframe you click it is always above the keyframe you were trying to select unless it's the first click after clicking somewhere else in the timeline. This is very frustrating.

    I would suggest to remove the dragging of the scrub-bar so keyframes can be selected when the scrub-bar is over them.

    The scrub bar would still be draggable on top where the seconds markers are and I would suggest adding a little handle on top as well for better readability, the handle would also solve the problem I described in my first post about the scrub-bar being hidden behind the end and start bar.

    This change would also be in line with timeline conventions.(it would additionaly be worthy to consider if the scrub-bar should even jump to the selected keyframe at all)

    Edit: same problem with the end bar, keyframes cannot be selected if they are at the position of the end bar, adding a handle to the top of the bar and only make that part draggable would be my solution.

    This has been fixed, differently then my suggestion, but now keyframe can be selected even when under bars, as well as the playhead/scrub-bar doesn't jump to the selected keyframe any more.

    Thank you!

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fedca

Member since 6 Jul, 2017

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