justifun's Forum Posts

  • System Every 5 Seconds->

    -------Repeat 3 times -> Wait Loopindex Seconds

    -------------------------------Create Monster at x/y

    Every 5 seconds, it will create 3 monsters each 1 second apart

  • 2dimensions.com is another solution as well.

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  • the Mnk - you could use a function everywhere there's an event call instead to do the same thing locally.

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    DiegoM - What's the hotkey for adding keyframes? You mention there is one but not what to press.

  • CureLovelyWarrior I'm guessing its the "compress final zip" checkbox option in the export window, but it doesnt seem to make a difference in my testing.

  • CureLovelyWarrior - So if i understand, you just want to know where the temporary storage location that C3 is storing the project while its zipping it up in the hopes that you can access those before it zips them?

  • CureLovelyWarrior - File/save as/save as project folder

    This is an option if you don't want it all to be compressed into a .c3p file (similar to a zip)

    It will keep all of your files in directories for you.

  • Yup I'm already a supporter :)

  • idjer83 - yes it does

  • That's awesome that you were able to get it to load Eren, but i see what you mean about the frame rate issue. Remember I am willing to pay you to further develop it. Find me on discord to chat more. Justifun#6713

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    DiegoM - Here is a video of me showing the workflow i was trying to explain above.

    my.pcloud.com/publink/show

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    Thank you Diego for working with us to make the timeline experience more streamlined.

    I will attempt to make a video of the issue i'm seeing, but here's a write up at least.

    1) add a sprite to a time line

    2) goto frame 0

    3) the timeline bar is red (not in edit mode), so i can't add any keyframes

    4) turn on edit mode, and now the "add keyframes button" is an option of the right click menu - but selecting it doesn't any any x/y values etc to the timeline

    5)turning off edit mode (leaves only the visiblilty/lock/checkmark options red (the keyframe area is no longer red) - but still cant add keyframes at frame 0

    6) the only way i can add a keyframe at frame 0, is to now turn on edit mode, and move the object from where it started (which i dont want to do, i want it to stay where it currently is in my environment - then right click and add keyframe. (now i have a keyframe on frame 0

    7) now i goto a new keyframe (the red line is missing btw, probably still hiding on frame 0) and move the sprite to a new location and pick "add keyframe", but now the box pops back to the very original location for frame 0 from that offset location i had to move it to to be able to key frame 0

    So what's happened here, is since i couldnt set a keyframe on frame 0 to begin with, then i had to offset the object to get it to add a keyframe, but that keyframe isnt where i moved the object to, its back where it didn't want to save it. so now when i scrub this two new keyframes, its moving from the very first location, and not where i visually see the sprite. but i have 2 keyframes at least now.

    8) so then i scrub my animation and it looks likes it working now, with 2 keyframes etc. And so i turn off edit mode, and my sprite is no longer working at all, but there's keyframes on the timeline but nothing is happening when i scrub (it no longer moves. the only way to see it move is now to hit the play button.

    this is why the experience is really confusing.

  • You can also get it from Eren's Patreon page

    patreon.com/posts/rex-firebase-24944020

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    Ideally I'd love to be able to have an autokey mode. Where i know that any change in the layout i make (scale / size /position etc on whatever frame i'm currently on in the timeline) would get a key set on it. And when i scrub to a frame that already has a key it auto updates those values without me having to do 3 more click each time.