Fade Plugin Request

Discussion and feedback on Construct 2

Post » Thu Dec 22, 2016 7:53 am

Hi,

Small things that would be a nice addition to existing Fade behavior:
  1. Action: Stop Fade
  2. Condition: One "Fade is active", or three "FadeIn/Wait/FadeOut is active" or all four of them.
  3. Value: Object.Fade.Progress or Object.Fade.FadeInProgress / WaitProgress /FaidOutProgress

Those trivial/basic additions could really help a lot.

Hope my voice was heard,
Thank you.
B
60
S
31
G
6
Posts: 124
Reputation: 7,856

Post » Fri Dec 23, 2016 5:07 pm

You can achieve all this by using events and without touching the fading behavior, or, using the fade behavior, it's all about logic.

To follow the fading progress, simple follow the opacity of the object, and trigger any event with the desired condition, the same for waiting and fadeout.

To know if the fade is active, you can simple check if the fade started yet or finished yet, if it start and don't finish, it still active...
Image
B
104
S
23
G
17
Posts: 1,350
Reputation: 22,028

Post » Sun Dec 25, 2016 8:09 am

TELLES0808 wrote:You can achieve all this by using events and without touching the fading behavior, or, using the fade behavior, it's all about logic.

I know, but still, I think those requests very trivial that could save precious time.
I want something generic so I would not repeat my code for each type (sprite, spriter, text... Because each type I can unite in family...)
I'm thinking about writing my own behavior, but I dont like the idea to extend scirras build-in behavior - because they could become not back-compatibility for future scirras updates.

More over @TELLES0808, if every problem could be solved with events, why we need behaviors?
So no behaviors needed. Why we need frameworks if we dont need plugins and behaviors, we could use JavaScript alone.
Or something more native to the machine, C++.
Wait, why we need code if we could use Assembly or machine code... Realy... Step by step... And we are back into 1960s.
Little off topic: https://youtu.be/8pTEmbeENF4

TELLES0808 wrote: To follow the fading progress, simple follow the opacity of the object, and trigger any event with the desired condition, the same for waiting and fadeout.

It is not that simple, I want to stop fades, or other object react to fading of other objects, but some object have different starting opacities so that logic quickly can become a mess.

TELLES0808 wrote: To know if the fade is active, you can simple check if the fade started yet or finished yet, if it start and don't finish, it still active...

How can I do that? Object with fade havo no fade related conditions, and only 3 fade values: FadeInTime, WaitTime and FadeOutTime.

So again, it is possible to solve all those problems witout fade. No doubt.
But it is my small request, I realy think that requests could save a lot of troubles to many developers.
I hope my opinion counts.
Thank you.
B
60
S
31
G
6
Posts: 124
Reputation: 7,856

Post » Sun Dec 25, 2016 11:58 pm

You can solve everything you want wile fading with a single conditional, it's easier than configuring and filtering fade behavior variables...
Image
B
104
S
23
G
17
Posts: 1,350
Reputation: 22,028

Post » Mon Dec 26, 2016 8:31 am

Here you go. I am slowly learning to use the SDK and this was a good lesson for me. :)
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
B
73
S
19
G
66
Posts: 2,198
Reputation: 42,193

Post » Mon Dec 26, 2016 1:43 pm

@Colludium thank you :)
B
60
S
31
G
6
Posts: 124
Reputation: 7,856


Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 8 guests