[Behavior] LiteTween

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Post » Sat Apr 12, 2014 12:13 am

@JackAttackNZ
Group tween was there in the old EaseTween behavior, if you're okay with the state it is currently is, I suggest you take a look on it (the link to download is in the first page). You can just name the group on the tween behavior and use group start to play all tween at the same time. I haven't checked the capx yet since i haven't downloaded 166, will take a look after this. :>

edit: Forget what i said above :<. if you need objects to keep distance against a central axis, I don't think it is a good use case for litetween/easetween. Compromise mode might help, but i'm not so sure. I think it is better to ask in the How Do I forum as suggested.
Last edited by lunarray on Sat Apr 12, 2014 12:54 am, edited 1 time in total.
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Post » Sat Apr 12, 2014 12:45 am

@jayderyu
I think putting that feature on the main litetween is not really a good idea :o, so i forked it instead and make a simple capx here. Not sure if this is what you wanted.

Oh, and can you tell me why you need 24fps update? I'm just curious as why it is not desirable to play with as much fps as you can.

https://www.dropbox.com/s/enktbw4cm6ewo ... ps_cap.zip
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Post » Sat Apr 12, 2014 7:21 am

Thanks for the fork. I appreciate that :)

I found beahviours calculating angle everytick to kill my mid level testing device.

As an example the simple Behaviour or Rotate even no matter what the size of the image. results were as follow
100x100 image
No Rotation: 60fps, 10% cpu
Rotate behaviour: 30FPS, 40% cpu
24fps by use of evey 0.040: 60fps, 20% cpu cycle

2048x2048 image
No Rotation: 60fps, 10% cpu
Rotate behaviour: 20FPS, 50% cpu
24fps by use of evey 0.040: 60fps, 20% cpu cycle



calculating trigonometric math is terrible on medium devices. Where I'm sure LiteTween basic movement is fine. Some of the other more curving trigonometry I feel would be better being calculated less often. And proven so.
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Post » Tue Apr 15, 2014 6:40 am

What is the difference between the settings "relative" and "absolute"? I couldn't see an explanation on the front page or in the extension itself.
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Post » Tue Apr 15, 2014 12:37 pm

@alspal if Your Target is for example x:100, y:100 in absolute mode it will move object to layout coordinates X100, Y100. In relative mode it will move "from object current position" 100 pixels to the right and 100 pixels down.
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Post » Tue Apr 15, 2014 1:05 pm

Oh right, yeah that makes sense. Thanks.
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Post » Tue May 13, 2014 9:38 am

What about tweening SCALE

size is okay but it doesnt cut it really. What if you have animation with different size of each frame (wchich is legit thing to do to optimize game memory usage). Scale would be far better and stable to use instead of setting width and height.
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Post » Wed May 14, 2014 10:20 am

Okay, scale is on my to do list now :o, I already implemented it in the old EaseTween, but i guess i need to stop being lazy and implement it again in this one :D. There are also some other features i'm thinking of adding, but i don't want to put on too many features.
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Post » Thu May 15, 2014 4:01 am

@PKrawczynski

Okay, I've added playmode flip flop and scale tween. Last time I tried, it works well even with compromise mode.

FYI, relative target does not really make too much sense here so both relative and absolute works exactly the same on scale tween.

As usual, the download is at the first page.
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Post » Thu May 15, 2014 5:43 am

I forgot to upload the files -.- sorry, it should work now...
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