valerypopoff
Just wanna quickly let you know something.
The plugin works perfectly fine with the new build in Functions, simply using c3_callFunction()
BUT
It does not work with the new functions, if the old functions plugin is still in the project. Until you delete it entirely from your project, c3_callFunction will only attempt to call the old function plugin and not the new one.
Tile movement: could not move if also had Solid behavior
Well that makes things much easier, for some reason it never occured to me that this is a bug and I never reported it. Glad it got fixed though <3
Sorry I haven´t had much time lately. Cannot give any ETA but anyone is free to port this, I´d honestly rather not do it right now.
Hmm so this might be sort of unfixable, at least unless I change the way it works. I used an undocumented feature in order to have it directly change a variable... I guess that´s the side-effect. I recommend using either the official plugin or construct.net/en/make-games/addons/183/ease in order to tween values. You can still tween the other stuff with mine, that should be no problem. I´ll eventually fix that, but no ETA on when.
Please do a light version. I can´t find a TextColor sheet and the project doesn´t show any errors for me.
Can you post the project? Preferably stripped of the unneeded stuff so I can investigate that.
Isn´t it kinda weird to use 0-100 for rgb instead of 0-255? How does this translate?Floats? Every colorpicker I used uses 0-255 for rgb (even the one inside construct or the tint-effect).
Awesome to see that it is shaping more and more to be an excellent tool. Not that it was bad before, but now that you can focus more on pumping out new features it feels like it´s moving much faster compared to the transition period to the new runtime, where there were only few obvious/visible changes.
Keep 'em coming! :)
Well we have our answer. I was using an accidentally documented, undocumented feature that wasn´t intended to be used.
github.com/Scirra/Construct-3-bugs/issues/2155
I guess I will have to rework that part with the next update.
Noice!
Yes, you have to re-initialize it each time. The idea is that you only have to initialize it once and can re-use it everytime. But of course if you need to change the values you have to re-initialize it with the new values.
Regarding opacity: The target is between 0 and 1, not 0 and 100, that is likely the reason why it appears to jump. But since it isn´t really mentioned anywhere, I´ll make sure to add that info in the next release!
If that doesn´t solve it I´d request you share the code so I can take a look.
Wew so long story short: There is some weird crazy stuff going on and basically I have no clue why it is happening, I may have to ask Ashley about that one.
Anyway, the newest update fixes the problem BUT you must change a minor thing in your code. Instead of using "Is on floor + trigger once" you have to use "on landed" because... reasons.
Hope that solves it :)
Hey, I´m not 100% sure if I understand everything correct (based on your image) but from what I tested it appears to work. One thing that did cause trouble is the platform behavior interfering with the tween bahvior (most likely because it has a permanent gravity acting on it) so as long as the tween is running, the platform behavior should be disabled. If that doesn´t solve it I´d request an example file showcasing the bug.
EDIT: If you don´t want to disable it completely (so the player can still move left/right) you can also set the gravity to 0.
wackytoaster.at/parachute/tweeen_platformer.c3p
It does work unless some error creeped in with the new update that I´m not aware of. It only does not work prior to r113. I guess I can remove that info anyway since nobody will use r112 or less anymore :)
Hey, check out the newest Beta-Relase
I opted for a different approach (that allows you to tween instance variables) but I hope you like it anyway. :)
Member since 18 Feb, 2014
err ok 15 characters I hope I don´t make mistakes