newt's Recent Forum Activity

  • I would expect it to rotate around its hotspot.

  • Exporting to mobile is about to get either much more, or less complicated.

    It's kind of hard to tell right now.

  • Understood.

    The nice thing about this plug is that not only can you load a texture, but use its texture somewhere else.

    Which coincidentally will probably work as a work around.

    Thanks.

  • Is there any way to detect if an image fails to load via url?

  • That sounds like how it's supposed to work.

    There are ways that it may not work correctly, hotspots, event order etc.

    Post a capx for someone to test.

  • You have a ) in the wrong place.

    Right now it reads

    If player.perk=triforce, then set the value to player.dexterity + 10 + int(int((player.dexterity + 10))/5), else player.dexterity + 10 + int(0)

    I think it should be player.dexterity + 10 + int(player.perk="triforce") ? int((player.dexterity + 10))/5 : 0

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  • > Im saying all such editing of animations should happen in an animations window.

    > I don't know how to say it any simpler than that.

    >

    You can do a lot of tweaking without the need for onion skinning and whatnot. I know when I need to adjust an animated sprite's palette I prefer to spend a few minutes editing a handful of sprite sheets rather than hours re-importing all the frames one by one.

    Im not saying you can't have the option to do some functions in the animation editor. Editing a palette is a realistic expectation (it deserves specific tools to do so), having access to the whole spritesheet to do brush work is not.

  • Theres three windows, the image editor, the frames editor, and the animations editor.

    I haven't criticized anything, I suggested placing all that was suggested into the animations editor, that we don't even need currently as it could be integrated into the image editor since all it does now is work as a simple list editor.

    A sprite sheet requires the frames to be stitched together at some point. That either happens before it is imported, or after.

    The odds of getting features to do that in the current image editor are extremely low.

    Im saying all such editing of animations should happen in an animations window.

    I don't know how to say it any simpler than that.

    That's with 17 years of game development, 9 of which are with Construct.

  • If you're not open to suggestions that's fine, just don't expect it from others.

  • And go bankrupt if they charge for emoji's.

  • > Show the strip in the animations window rather than the image editor.

    > The image editor is for editing images.

    > It would seem appropriate that the animations window would be for all elements of editing animations.

    >

    You'd still be able to edit the image in the image editor. So I don't understand your point, because you already use the image editor to place imagepoints and collision polygons- why not use the image editor to position where the frames correspond to as well. So the way I present it allows for the user interface to remain the same instead of changing things as you seem to be suggesting.

    It would be easier to redo an element that does very little rather than change one that does a lot already, to add something it's not designed to do.

    Its designed to show one frame at a time.

    Im saying anything that is to show multiple frames should be in a separate window.

  • Show the strip in the animations window rather than the image editor.

    The image editor is for editing images.

    It would seem appropriate that the animations window would be for all elements of editing animations.

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newt

Member since 12 Nov, 2008

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