psychoanima's Recent Forum Activity

  • Anyone?

  • Can someone help me what is causing this issue with WarpRipple effect?

    https://1drv.ms/v/s!AtMv1SrHrjT3gZdOJkXM-eUFGI4FNg?e=9zAgvB

    Changing parameters won't make it disappear. Even if I reposition to not appear in a layout when I run the game it reappears (both desktop and cellphone).

  • omg, , it works, I was dumb enough not noticing that function was declared inside group which is not being called. I put it outside and now it works. Sometimes it's really hard to follow nested subevents and groups, I wish there is some thicker line to differentiate when you are inside or outside groups and subevents. Thanks a lot for your help!

  • It still refuses to pick random instance in the function

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  • 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?

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psychoanima

Member since 23 Mar, 2018

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