eleanorjmorel's Recent Forum Activity

  • create a global variable called tilesize, set it to like, 32

    create a sprite for each entry and set the frame to your numbers, set X to array x position * tilesize, set y to array y position * tilesize, set z elevation to array z position * tilesize

    have fun moving around in your data

  • maybe browser.Referrer ?

  • It's how construct works, creating an object schedules for it to be created on the next tick, so you have to put your events with "create object" so they can be scheduled alongside it.

    using the wait action forces to wait until the next tick.

    Try to use triggers instead, like "on created", or you can also use the "pick last created" condition

  • Thanks for the help DiegoM !!

    OK I GOT IT TO WORK THIS IS SO COOL I AM THE SMARTEST PERSON ALIVE !!!

  • here'S my work in progress

    I can get it to read the content of the pyxel file but i can't figure out to put the json file into a json object, only to read some information about it i.imgur.com/yW6gn3a.png

    cdn.discordapp.com/attachments/646144635374403594/855323205749309470/test_c3p_and_pyxel_file.zip

  • ok so with this new update, i want to make a construct 3 project to read directly from .pyxel files

    .pyxel files contain a json files with all of the information about my animations, where they start, end, their name, alpha, animation speed, width, height, etc...

    and also all of the layers as separate png files.

    So it would be technically possible to, and stop me if i'm wrong, open a pyxeledit .pyxel file, read all of the animation names and data, load the layer pngs one by one into a sprite, selectively export the animations as spritesheets with the drawing canvas and browser invokedownload, and then import into our games these animations very quickly with this new feature?

    bonus:

    Use effects with .pyxel file palette data to replace colors and export variants automatically

    export a single .zip file instead of spritesheets one by one, with a full folder architecture for the different layers so it'S easyer to drag and drop into the animation editor if animations are separated by folders

    yes?

  • add an english traduction to your messages before the admins warn you !!!

  • There'S a webworker example

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  • > With the release of beta r252 (today!) Scirra updated the importing of animations.

    >

    Wow, not even 24 hours after I made this post... Awesome!

    How do you use it ? You have to make hundreds of folders and export your animations as multiple images into each of those hundred folders separately ?

    That's an interesting solution. You'd have to have a cheat sheet detailing which frames where the start and stop of each animation. It's probably awful performance-wise as Construct 3 probably keeps all the frames of an animation "ready" regardless of which ones you want to play, so instead of 3 40kb frames "cached" (maybe the wrong word here), it's 30 or 50 or 100 frames.

    no it'S slow because you have to calculate and advance animation frames manually with events. Displaying a sprite loads all of it's animations regardless

  • i'Ve also run into this issue, what i've been doing is putting all the frames in the same animation and choose the frames with events to save time, but it runs pretty slow compâred to normal animations

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eleanorjmorel

Member since 7 May, 2020

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