justifun's Forum Posts

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    I get very confused what i'm doing with the whole edit mode on/off, remember / forget stuff.

    My mind makes me think that any changes i make while edit mode is on, should be setting keyframes etc, but it only sometimes does? then i try and scrub my animation and it starts off at a different location to where I thought i set the keyframe? It feels very inconsistent. And i can't set keyframes at frame 0 for some reason.

    Enabling "edit mode" makes me think i should be able to edit the objects, but according to your description, turning it off afterwards reverts any changes you did. I don't follow.

    Also when you goto a keyframe that already exists, we are forced to use the "update keyframe" button instead of the "add keyframe" button, which its odd that its two different buttons, "set keyframe" on a keyframe that's already there should just update the keys.

  • Construct runs fine on mac using windows emulator/virtual machines.

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    Awesome start, very excited for these features

    1) It would be awesome if while dragging the red time line you could see the animations move forwards/backwards as you scrub it, instead of having to hit play. (also being able to drag the red line while the cursor is in the frame number area above the tracks

    2) an "auto key" button, that would set keyframes while enabled on any property that changed in the layout/property bar

    3) Right clicking a keyframe and choosing disable causes an "oops something went wrong" construct crash

    4) Right clicking an ease curve in "eases view" causes an "oops something went wrong" construct crash

    5) it would be nice to be able to make duplicate tracks of the same object, but with different keyframes / offsets for the second instanced object

    6) when you first turn on edit mode, the track still remains red and you can't right click to add keyframes unless you click somewhere off the red line (but once you've set one, right clicking on the red line works to add keyframes

    7) perhaps an "add keyframe" button on the upper UI of the timeline bar or the ability to hotkey that, less clicks overall

    8) Changing the "total time" property for the timeline doesnt update the range of the timeline where you can set keys (it says at 24s no matter what for me.)

    9) highlighting a master key and pressing ctrl to multi select but needing to hold ctrl while dragging them is just different from how most other animation softwares do it. usually once they are selected you dont need to continue to hold ctrl

    10) the right click "view" menu is a tad confusing, that if you want to get back to the normal view you have to unselect the current view. perhaps adding a "default" option in there might be less confusing.

    11) a little animated gif of the types of eases as you pick from the list would be nice

    12) Right click "help" takes you to a 404 page

    13) it would be awesome if the "properties" that could be adjusted on the timeline included bahavior actions etc. right now it seems like it can only animate a few basic parameters of the object.

  • Flare-JS is a runtime used to render animated characters created by 2dimensions.com similar to spriter/spine.

    Runtime github.com/2d-inc/Flare-JS

    I'd like to hire someone to create a plugin in the construct 3 runtime to be able to display these characters and some basic fundamental actions/conditions/expressions etc, to be able to call the different animations to play etc.

    This is a paid job.

    discord: Justifun#6713

    Eren, skymen you were two names of people who might be up to the task, but anyone who things they are up for the challenge please let me know.

  • Thank you macube for being the first developer to port a plugin. Keep up the great work! CSV2Array will be on the offical addon repo shortly for all to enjoy!

  • Sent you an email Macube.

  • Can anyone convert rex's CSV to array plugin please? $50 for you if you can!

  • inkfalcon - R0j0hound replied in another thread to you, he hasn't made one.

  • Eren therealjack - I'm paying $50 per rexrainbow plugin that's converted to c3 runtime. Since the forums dont have private messaging again you can reach me on discord at Justifun#6713.

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  • Hi fredriksthlm ThePhotons

    I'm trying to do something similar to you with 4 players but can't quite wrap my head around it.

    Where are you storing your player list? In a room property?

    My though process is this -

    1) when a player first joins is checks a playlist property for a array (as json) (the first player will get nothing cause it will be blank.

    2) They add their actorNr to the list and save it back to the property.

    3) when player 2 joins they repeat the same thing, but this time since player one has already added their ID theirs will be added, and they will updated player 1 to grab the new list

    I keep ending up with different lists though for each player :(

    Which way did you approach it?

    Also, how did you limit the max number of players in the room. I've tried using the max players action, but no matter where i put it, it doesnt seem to limit the room correctly, more then the max players can still join the room.

  • They will all be added as free plugins in the construct add-on repository for everyone to enjoy.

  • There's a new piece of software out called Wallpaper engine which allows for cool moving / interactive wallpaper desktops. Its only $3.99 USD

    store.steampowered.com/app/431960/Wallpaper_Engine

    One of the features is that you can set your desktop as a html5 webpage (which includes exported construct projects).

    I can't get keyboard input to work, but mouse inputs work just fine for interacting with your construct projects while its a desktop wallpaper.

    Anywhoo, its kinda neat.

  • Very cool. I didn't realize after all this time that you could do it all in one line like that.

  • In the transition function of the Demonoire project there's a line of code that I don't understand (line 10 of the eGlobal event sheet

    Transition - > Self.State = "Out" ? 0 : 100

    normally i'm used to just putting a number for the opacity of an object, but how does the code work exactly? Does it help animate the opacity?